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Author Topic: A List of Ideas for Anim8or- Neirao  (Read 66031 times)

neirao

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A List of Ideas for Anim8or- Neirao
« on: September 21, 2008, 03:04:29 pm »

hello all,
my list of ideas for anim8or, ::)






PLEASE STEVE, MAKE THE ROTATION BONES, IN INPUT VALUE FOR FIGURE AND SEQUENCE MODES.  :'(  THANK YOU!  ::)

Sorry my english,

Neirão - Brazil
« Last Edit: September 23, 2008, 12:09:38 pm by neirao »
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floyd86

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Re: List of Ideas for Anim8or- Neirao
« Reply #1 on: September 21, 2008, 04:07:19 pm »

Those are really good ideas and it's very clear what you mean. I like the basic materials idea, saves alot of time on changing the value and rerendering your scene several times to look if it looks fine. A preview of how the material would look rendered is very helpfull.
Same goes for the figure mode suggestions: getting your bones lined up so that they are perfectly mirrored is a hard thing to do. A mirror functions would solve this. And having more then ten bones makes it a pain in the ass to set all the join limits.
The free hand select tool would be helpfull. Sometimes you forget a face or two when painting weights, but with such a tool this will be over. Such a tool would also be helpfull in object mode.

Steve

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Re: List of Ideas for Anim8or- Neirao
« Reply #2 on: September 21, 2008, 06:50:35 pm »

neirao, these are all good ideas.  I have a question about #5.  What values so I show for the new X,Y,Z axis locations in the Figure editor?  The bones are always shown not rotated in the Figure editor - i.e. with a value of 0 for all joint rotations.  In the Scequence editor I know what values to use, the current frames angle of rotation.
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Steve

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Re: List of Ideas for Anim8or- Neirao
« Reply #3 on: September 21, 2008, 07:55:05 pm »

I don't think you need to specify which axis to mirror the bones by.  I think you can simply use the (unselected) parent bone's coordinate system as the basis to reflect the bones.
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neirao

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Re: List of Ideas for Anim8or- Neirao
« Reply #4 on: September 21, 2008, 09:12:34 pm »

yes Steve..
realy dont need specify the axis...for mirror..
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neirao

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Re: List of Ideas for Anim8or- Neirao
« Reply #5 on: September 21, 2008, 09:19:52 pm »

Steve thanks for answer me..ok :D

about previous answer...

i made the sample for  try show to you, why is need to user INPUT ROTATION.... i hope then undestand...






thank you...

sorry my english..

Neirao - Brazil

« Last Edit: September 23, 2008, 03:30:22 pm by neirao »
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Steve

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Re: List of Ideas for Anim8or- Neirao
« Reply #6 on: September 21, 2008, 11:12:20 pm »

OK I think I see.  That make sense.  In the Figure Editor the angles represent how far the child bone's coordinate system is rotated relative to it's parents.  In the Sequence editor they represent how the joint angle's rotation relative to the bone's own coordinate system.  (Nice visual descriptions :-)
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RnDr FOX

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Re: List of Ideas for Anim8or- Neirao
« Reply #7 on: September 21, 2008, 11:18:06 pm »

Neirao......THESE ARE AWESOME SUGGESTIONS!!!!!!!!

I hope that every single one of then are implemented into anim8or

(I really like the material and weight brush one ;))

I like how you use pictures to get the point across.

You get an A+   ;)
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thecolclough

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Re: List of Ideas for Anim8or- Neirao
« Reply #8 on: September 22, 2008, 05:35:30 am »

i agree, these ideas are all excellent.  the best one is the one about being able to manually key in rotation values for figure and sequence modes.  on a related point: i've also found that snap-to-grid doesn't seem to affect bone rotation in figure mode.  this can be pretty annoying when i'm trying to build a machine and i need absolute precision.

well, nice one, neirao ;)
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neirao

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Re: List of Ideas for Anim8or- Neirao
« Reply #9 on: September 22, 2008, 08:44:55 am »

Thanks so much for all posts about my list...!!! :D

i hope then in future Steve can implemented into anim8or ;)

Neirão-Brazil
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neirao

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IDEA: Corel Draw- adobe ilustrator logo to 3D
« Reply #10 on: September 26, 2008, 01:32:17 pm »

Hi Steve and All,

is possible in future able anim8or for Import "adobe ilustrator (.ai)" or image vetor..for to maker logos complexs in 3D??

Is cool modeling objects in anim8or using free-hand modeling..but sometimes there very complex logo and work is hard..to do..


Folow sample using a "simple" logo, i show like I made for converter..



but are necessary 5 steps for do this...


sorry my english ok! ::)

thanks!!

neirao-Brazil
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Steve

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Re: A List of Ideas for Anim8or- Neirao
« Reply #11 on: September 30, 2008, 02:14:06 am »

neirao, I've added a bone mirror command.  It mirrors groups of selected bones by the X axis of their (unselected) parent.  I've also added the rotation parameters fields similar to what you show.  You can only change their values in the Sequence editor if they are key positions for the current frame - or if animation is enabled.  I'll be posting a quick update as soon as I fix the stereo render crash bug.  It also allows any bone in a Figure to be used for skinning, not just descendents.

I don't plan on adding any more inpur formats at this time.  There are dozens and dozens of them and I think thre are more important things to do to Anim8or at this time.  If I did add one it would probably be the .x format and not any 2D formats.  As you have show there are many ways to get these formats into Anim8or it just takes an extra step.

(BTW nice visual descriptions :))
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mcheccyb

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Re: A List of Ideas for Anim8or- Neirao
« Reply #12 on: September 30, 2008, 11:45:33 am »

yes, thank you neiro for the suggestion.

and thank you steve for implementing it.
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neirao

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Re: A List of Ideas for Anim8or- Neirao
« Reply #13 on: September 30, 2008, 12:32:28 pm »

Hi Steve good afternoon!  :D

Thanks a lot for including some of my ideas! I know that to insert all they would take much time and work in the programming… at any cost I am very happy to include these that cited!

thanks a lot exactly!  ;)

and thank all ! ;)

Neirão - Brazil
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thecolclough

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Re: A List of Ideas for Anim8or- Neirao
« Reply #14 on: October 08, 2008, 05:22:55 pm »

neirao, I've added a bone mirror command.  It mirrors groups of selected bones by the X axis of their (unselected) parent.  I've also added the rotation parameters fields similar to what you show.
excellent 8)  i'm looking forward to this release already!
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