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Author Topic: A List of Ideas for Anim8or- Neirao  (Read 63945 times)

neirao

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Re: A List of Ideas for Anim8or- Neirao
« Reply #30 on: October 30, 2008, 10:51:40 pm »

Hi VBSmiles,  :)

I will try to explain again because this tool would be very useful…ok.. ;)




AFTER CHOOSE WE MAKER THE ADJUSTS,
in morph03..morph04, morph05 etc....

I wait that they obtain to understand. .ok.

Please...sorry my english okkkk  ::)

THANKS ALL! ;D
« Last Edit: October 30, 2008, 11:22:33 pm by neirao »
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VBSmiles

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Re: A List of Ideas for Anim8or- Neirao
« Reply #31 on: October 30, 2008, 11:28:54 pm »

I kind of see what you are refering to now
The idea is to get a good trasition from morph to morph, independant of any paticular morph created. This in fact requires the original object and cannot be readily changed. The "referance" MUST be "none". or morphs wont work the way they should.
However. There may be a way that can be implemented to "copy" a morph already created to speed up your modeling in the next morph, yet still retaining the original object as the referance.

To those that do scripting ( something I havent had the time to do myself yet ) this might be a good project ;)


However. I would not pass up the oppritunity to better understand morphs clearly by example. The only advantage to starting from an already created morph might be modeling speed, and will not always be the case.
http://www.anim8or.com/tutorials/from_users/morphs/MorphTut.htm
« Last Edit: October 30, 2008, 11:40:02 pm by VBSmiles »
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neirao

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Re: A List of Ideas for Anim8or- Neirao
« Reply #32 on: October 30, 2008, 11:44:37 pm »

yes, no aways is necessary, for this continue the option --none-- as default, but have MORE situations then is necessarity..

i think for Steve implement this is easy...

in programation only in the place of Anim8or Software 
get "none" as reference place our "choose" in new morph tool..

Thank you!

neirao
« Last Edit: October 30, 2008, 11:58:06 pm by neirao »
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headwax

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Re: A List of Ideas for Anim8or- Neirao
« Reply #33 on: October 31, 2008, 12:22:33 am »

Just a quick reply to your morpheny problem.

You are right morphenvy only works with mesh. Specifically with an object that has a mesh named "mesh01". In your example   you posted your object is made of several meshes. Mesh01 in this case being the left eye, which is why you see no change when you apply the morphtarget - as the eye has no change. If you check out the size of the two objects you'll find that though they bhave same number of points one is actually a larger file than the other.

Going to simple sphere as an example you will have no problems. It also works with extruded splines that are form paths that have the same number of verticies. There isn't any problem if you subdivide in animator after making the morph targets.

Anyways, that's enough from me ;).

Advice is to make sure you have mesh01 as the original object and the morphtarget and you will have no problems.

here is your file with the two head elements eperated and renamed mesh01

I have made a new morph target in the object named '2".

If you go to the object named "1" and try out morph target "wer" you'll find it is the same as objevt '2' which is what I used as the original target for morph envy.

cheers

:)
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VBSmiles

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Re: A List of Ideas for Anim8or- Neirao
« Reply #34 on: October 31, 2008, 03:17:05 am »

copy and paste changes the original object ;) (thus why it doesnt work in "morpheny" ) Though this is assumption, since I know nothing of the program
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floyd86

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Re: A List of Ideas for Anim8or- Neirao
« Reply #35 on: November 01, 2008, 01:53:58 pm »

That a good suggestion neirao. It's will be easier to make little adjustments to morphs. If you just what one of the point to be moved for example, you don;t have to move all the other points.

Steve

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Re: A List of Ideas for Anim8or- Neirao
« Reply #36 on: November 04, 2008, 02:05:46 am »

Great ideas as usual, neirao.  (I like the way you present them too.  As they say, a picture is worth a couple of killo-bytes.)  The lock-object and relative morph ideas should be fairly easy to add.

I'm working on a much more complex feature now - mirrored meshes.  Everything that you do to edit a mesh is reflected in both halves when mirroring is enabled.  Turning it on deletes the left half and repaces it with a mirror of the right.  You'd just do that once at the start.  Then edit your model and see the mirrored result as you go.  It requires that I change each and every one of the point editing functions so it's taking a while.  It'll be really cool when it's done, I hope.
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VBSmiles

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Re: A List of Ideas for Anim8or- Neirao
« Reply #37 on: November 04, 2008, 03:00:37 am »

Very cool Steve :)

uh.... what if you wanted to keep the left half? :P
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neirao

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Re: A List of Ideas for Anim8or- Neirao
« Reply #38 on: November 04, 2008, 08:00:17 am »

Hi Steve and All!!

thank so much!

look this other sample of use of both suggestions...



Sorry for send much suggestions ok ::),
is because when i am using Anim8or i feel lack of some tools to facilitate the modeling...

exactly thus Anim8or is the modeller most easy and best to use that I know ;)

years behind I already had some of these ideas,
for I to like very Anim8or  now I only decided to send to you ..


Sorry my english..

Muito Obrigado!! = thank so much!! :D


Neirão Brazil

« Last Edit: November 04, 2008, 08:07:32 am by neirao »
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mcheccyb

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Re: A List of Ideas for Anim8or- Neirao
« Reply #39 on: November 04, 2008, 01:43:32 pm »

that's great news steve!

i've always loved that tool in other programs, you've been working really hard to get anim8or competing with other professional 3d packages, and i (and I'm sure many others) really appreciate all the great work you put in.

 ;D *thumbs up*
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Steve

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Re: A List of Ideas for Anim8or- Neirao
« Reply #40 on: November 05, 2008, 01:58:57 am »

You have great suggestions, Neirão.  And I love the way you illustrate them :)
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Water Music

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Re: A List of Ideas for Anim8or- Neirao
« Reply #41 on: November 05, 2008, 12:51:14 pm »

Between bone mirroring and realtime mesh mirroring the next release of anim8or will be hugely useful for me.  That gets a "Yay Steve!"  I've been doing my mesh mirroring by selecting opposing points and using the Non-Uniform Scale mode to move them around, so having an integrated function to do this will be quite the blessing.   :D
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Indian8or

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Re: A List of Ideas for Anim8or- Neirao
« Reply #42 on: November 05, 2008, 12:57:50 pm »

Yes, I liked Neirao's ideas about locking objects.

Actually, in maya there is a similar feature whereby you get different colors for different meshes and you can work on each mesh as a different 'LAYERS" when other meshes remain locked and with different colors.  You can activate any or all meshes at any given time.

It will be great to incorporate such a feature in anim8or.
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bamman62

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Re: A List of Ideas for Anim8or- Neirao
« Reply #43 on: November 15, 2008, 04:55:50 pm »

Hah, you are a lot better at displaying suggestions than me  :P.

Anyway, great ideas :P.

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hf003

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Re: A List of Ideas for Anim8or- Neirao
« Reply #44 on: February 01, 2010, 01:04:40 pm »

I think what VBsmiles suggested with regards to morphs makes sense. You already have a context menu for "New...", "Edit...", and "Delete..." morph. Why not simply add a menu item to "Copy..." morph? After showing a dialog box to name the copied morph, the user can just change the copy leaving the original in tact. Both copy and original can then be based on None.

We can already do this by simply creating a "New" morph, exporting the file to .an8 format. Edit that file by coping other morph targets' into the newly created morph target section. Then import the file.

Great Program Steve. I like being able to manipulate the .an8 files to find solutions to unimplemented features.  I look forward to the mirroring capabilities you are adding.
 
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