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Author Topic: A List of Ideas for Anim8or- Neirao  (Read 66076 times)

ADSohr

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Re: A List of Ideas for Anim8or- Neirao
« Reply #45 on: February 02, 2010, 08:37:56 am »

i would find it helpful if it was possible to move individual points while in scene mode, rather than making like 30 morphs for each expression of a face. it would take a ton longer to make an animation, but the quality would look alot more organic, than having reused morphs. then it would be possible to add organic imperfections within the scene. or if you are making something that changes around alot like water for example, it could be more flexible than using morphs or bones.
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johnar

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Re: A List of Ideas for Anim8or- Neirao
« Reply #46 on: February 03, 2010, 01:24:39 am »

 Hi there ADSohr,
 Have you tried the graph editor in Scene mode.?

 1 morph can give a variety of different results, and you can adjust them in real time, so you can get it just how you want it.

 Absoloutley cool.

 Just like to say that this is a really interesting thread.
  Gr8 to hear from Steve too. :D
 
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ADSohr

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Re: A List of Ideas for Anim8or- Neirao
« Reply #47 on: February 03, 2010, 08:22:16 am »

yes, i've used the graph editor. it's that the morphs overlap and that can sometimes make udesirable results.

but i'm an absolute perfectionist, so it may just be my mindset
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johnar

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Re: A List of Ideas for Anim8or- Neirao
« Reply #48 on: February 05, 2010, 07:50:12 am »

 What i really like about anim8ors morphing system is that you have complete control over what goes on, without being restricted by any preset 'choice' type arrangement.
 If a face has (eg)300 points, you could probably add 3 morph tagets to each point. ie: point1 3morphs: moveon x axis, moveon y axis, moveon z axis. point 2.. etc..
 This of course is all very tongue in cheek. Setting it up with 900 morph targets just isn't practical. But its possible! (unless there is a limit i'm unaware of. I've had about 40 on 1 object).
 What i'm trying to say is that, it's open for tweeks and workarounds. ;)
 I made this a few years ago, not long after morphs were introduced.



 I'm sure it can be done a lot better than that in anim8or, with a bit more time and effort spent.
Sometimes, making undesirable results can lead to something new. :)
 But moving on: Theres a thread here that you mite find interesting. I don't know how to get the link for it, but its a thread in the Anim8or Forum General Category > ASL Scripts > SCRIPT REQUEST: Object to Influence points (with tutor in IMAGES) by Neirao
 
« Last Edit: February 05, 2010, 08:05:25 am by johnar »
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ADSohr

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Re: A List of Ideas for Anim8or- Neirao
« Reply #49 on: February 05, 2010, 09:02:16 am »

so a very rudimentary form of the harmonics implemented here?

http://vimeo.com/1809956

that would be a great thing in Anim8or as well,  since it would be morphs that are directly editable in scene mode without needing to make hundreds of different preset morphs. quite similer to bone influence, only an exoskeleton version using points.  :)

i do understand the workaround that you mentioned. which would give as much control over the points as being able to move them in scene mode, however tedious it might be to make those hudreds of morphs. i guess i'll use that for now.
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davdud101

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Re: A List of Ideas for Anim8or- Neirao
« Reply #50 on: February 06, 2010, 01:35:26 pm »

Hey steve, if you're still getting on. The one I'd really like see would be the bone mirroring.
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Renderman

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Re: A List of Ideas for Anim8or- Neirao
« Reply #51 on: February 13, 2010, 01:41:15 pm »

One Word.
Zbrush
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davdud101

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Re: A List of Ideas for Anim8or- Neirao
« Reply #52 on: February 13, 2010, 03:29:03 pm »

ZBrush is only for midelling, it seems.
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ADSohr

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Re: A List of Ideas for Anim8or- Neirao
« Reply #53 on: February 23, 2010, 09:48:27 pm »

transparent reference images would be useful.
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rellik420

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Re: A List of Ideas for Anim8or- Neirao
« Reply #54 on: February 23, 2010, 10:49:31 pm »

a trick you can do is make a simple plane then add your reference image as a texture. apply it to the plane and then you can use transperancy because its a texture and not an imported reference image.
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Gyperboloid

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Re: A List of Ideas for Anim8or- Neirao
« Reply #55 on: August 29, 2010, 09:18:11 am »

a trick you can do is make a simple plane then add your reference image as a texture. apply it to the plane and then you can use transperancy because its a texture and not an imported reference image.
Yes, this is the simple and fast enough way. And if it's possible, why to add something new? And as you know, to add even a simplest and most little function needs a lot of code. And the thing for which Anim8or stands out is his simplicity. You have all  that you need ( just some minore things needed ) and the only thing that you have to do is to use your imagination. That's why Anim8or, although it contains modeling,rigging,animation,renders, it's only 2mb size O_o. I think must be created a topic in the Anim8or v.0.97 Preview Forum which will contain the "really must have" features which all users,teamwise, will decide to add. And the most important is render time, I meen to speed up the renders, especially the ART. One other is the mirror bones in figure mode.
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