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Messages - thecolclough

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1
hear hear, great work

2
i'm not 100% certain, but i think 'Save All' is for when you've got multiple project files open within the same instance of Anim8or, and it acts on all open files simultaneously.  if you've only got 1 file open then 'Save All' would have exactly the same effect as 'Save'

3
Finished Works and Works in Progress / Re: 'Hello world!'
« on: February 02, 2024, 11:29:52 am »
gave him a mouth.  i think i like it, will see how i feel tomorrow

4
Finished Works and Works in Progress / Re: 'Hello world!'
« on: February 01, 2024, 05:40:31 pm »
i got distracted for a while working on other things, but i've come back to Blockney in the last day or two and reworked a couple of aspects.  i realised i'd missed some points of articulation in his lower legs, so i rebuilt those.  i've also remodelled the front of his head to make it more face-shaped, and given him some movable eyebrows.

still needs a mouth.  not certain yet, but i'm thinking i might do something similar to the Godot logo - watch this space :)

and once that's done, i'll hopefully start some animation with this little guy...

5
Finished Works and Works in Progress / Re: Work in progress
« on: January 18, 2024, 07:01:02 am »
now that's what you call attention to detail!

6
General Anim8or Forum / Re: Unexpected Behavior With Textures
« on: January 16, 2024, 09:47:42 am »
the optimal resolutions are binary powers, e.g. 1024 x 512 will work well, but 1000 x 600 will get resampled and won't look as good.  iirc the max resolution that can be handled is 4096 pixels in either dimension, larger than that won't load.  not sure if there's a Mb limit too.

can't comment on bump maps specifically as i haven't used those so much, but the same general rules should apply.

on the question of removing unused textures, i was going to say you can work down the list in the Texture Selector window and hit 'Delete' for each one, and it should warn you if you try to delete one which is being used anywhere in the project.  however, i went to test this just now and it happily deleted everything without giving any warning, which i think is a bug - @Steve there should be a 'there are references to this texture' warning, right?  or am i losing the plot?  build 1402 fwiw.

7
Finished Works and Works in Progress / Re: Hello there!
« on: January 11, 2024, 06:11:27 pm »
nice work :D

8
General Anim8or Forum / Re: Rendering Question
« on: January 10, 2024, 11:57:28 am »
the most straightforward option is to go Scene > Properties..., select Environment, then in the Background section choose Image instead of Solid, and load in the file of your choice :)

9
Finished Works and Works in Progress / Re: 'Hello world!'
« on: January 09, 2024, 10:26:42 am »
interesting you should say that, i've been thinking the same thing the last day or two.  thanks for confirming my hunch ;)

10
Finished Works and Works in Progress / 'Hello world!'
« on: January 08, 2024, 03:07:19 pm »
i wanted to get back into CGI character work.

so a few weeks' faffing later... Blockney says hi :)

11
Finished Works and Works in Progress / Re: Vaporwave Jesus
« on: December 26, 2023, 05:28:20 pm »
it's been an epic journey watching this take shape over on the Discord server, and the end result is magnificent 8)

12
General Anim8or Forum / Forum security certificate?
« on: December 21, 2023, 06:55:53 am »
hi @Steve
tried viewing the Forum just now, and my browser came up with a security warning, ERR_CERT_DATE_INVALID.  said your certificate expired yesterday.  might want to check this out  ;)

13
General Anim8or Forum / Re: trouble with painted weights
« on: December 15, 2023, 07:00:02 am »
thanks for the feedback, gents.  good to know i was being stupid and overlooking a big obvious button somewhere :P

if this pac-man shape was the end goal, then i'd definitely run with Ensoniq's suggestion.  but (and i suppose i should have clarified this in my original post) this is actually just a test, trying to figure out rigging methodology for an organic character i'm planning to build.  i had a look at my file in a text editor and figured out how to do what Steve describes, which will be a nuisance to do but should give the result i want.  funnily enough, the distortion Ensoniq mentioned actually seems to give a pretty good approximation of the way the soft tissues deform when you move certain joints, which is a nice bit of serendipity - pic attached.

so - would it be possible to have a 'hard brush' behaviour option?  something like this: brush weight no longer trails off towards the edges, so if you hit a point it will always get the same treatment.  if the point's current influence from the selected bone is less than the brush weight setting, then it gets raised to that value (with all other current influences maintaining their proportions relative to each other as they reduce).  if the point already has an influence from the selected bone equal to or higher than the brush weight setting, then it gets ignored.

14
General Anim8or Forum / trouble with painted weights
« on: December 12, 2023, 10:36:24 am »
hi all, long time no post.  in a kinda weird spot in life in general atm, but the good news is i've had the urge to get back into Anim8or lately.

promptly ran into a problem while trying to build a simple pac-man-type shape: i made a sphere, chopped out a quarter of it, and tried to use weight paints to control how much each longitudinal line moves when the bone is rotated.  the theory is, all the points circled in cyan (pic 1) should have a weight of 0.2, all the ones circled in green should have a weight of 0.4, etc, up to the ones on the blue edge having a weight of 1.0.  nice and simple in theory... except i can't figure out how to make the brush work consistently.  pic 2 shows the jagged mess i ended up with in Sequence mode.

i've read up on how the tool works, and while i can see the logic in the soft-edged brush, that behaviour really isn't much help for what i need to do.  the applied weight also seems to be affected by how quickly or slowly you move the brush over a given point, such that if you move too slowly then even with a very low weight setting (say 0.1) it will happily stack that value several times over and end up with an actual weight of anything up to 1.0.

am i missing something here?  is there a way to ensure that a certain point gets a certain weight, and ONLY that weight, without manually editing the file in a text editor?

thanks in advance :)

15
Finished Works and Works in Progress / Re: Imagined Engines
« on: November 23, 2021, 03:33:55 pm »
thanks for all the kind words everyone; very much appreciated :D

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