Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - FWL

Pages: [1] 2 3
1
General Anim8or Forum / Re: Walk Cycle With Questions
« on: April 17, 2021, 05:40:03 am »
Hello Exile,

Did you try the lock position parameter of the IK-handle in the Scene editor? This way you can lock the position of the IK-handle (for example the toe) and position the rest of the chain relative to this fixed point. (I'm not an english native so maybe my explanation isn't the clearest). This fixed position will also hold when you switch to the regulare rotate bone instead of IK, for fine tuning the movement. And the parameter is also animatable, so when needed in a scene you can keyframe it on or off. This should help you to prevent the sliding effect.

2
General Anim8or Forum / Double shortcut "j"
« on: March 25, 2021, 05:09:28 pm »
Hi Steve,

I've noticed that in object mode the shortcut "j " is assigned to screen coordinates as well as connect edges. The letter j doesn't work now for switching to screen coordinates. I don't know if this could be changed and if there still is a letter available? Maybe ctrl-j for connect edges?

3
General Anim8or Forum / Re: Ambient color and texture
« on: October 11, 2020, 12:09:07 pm »
Thanks for the reply, Steve!

I think this issue also happens with textures for the parameter Emissive and Specular too.

4
General Anim8or Forum / Ambient color and texture
« on: October 11, 2020, 04:57:28 am »
Hello everyone,

I have a question about the use of ambient color with a texture. When I apply a white-grey-black texture to the ambient color and set the blend mode to darken, the original ambient color doesn't show in the workspace. It is if only the decal mode works. The sphere in the material browser does show the effect of the blend mode and it is also visible in a render of the image. Is this a limitation of the realtime rendering or am I doing something wrong? I've attached a screen shot with the settings.

Thanks!

5
General Anim8or Forum / Re: Morph target and align objects
« on: May 23, 2020, 04:50:36 am »
Hi Steve and Johnar,

I think I found a way to achieve what I wanted. I made the object with the eyes and teeth in one mesh. Then I copy pasted the eyes to separate objects. In the figure editor I attached all the objects to the same first bone. This way their relative position within the figure is based on the same bone. Then I assigned the specific objects (for example the eyes) to their specific bone within the skeleton by weight painting. Because they are separate objects now, you can paint them in isolation. The only tricky part is to center the bone for the eye so it rotates on its axes and doesn't wobble. But in mesh-mode this can be eyeballed (no pun intended) pretty easy.

Thanks again!

6
General Anim8or Forum / Re: Morph target and align objects
« on: May 21, 2020, 04:24:29 am »
Hello Steve and Johnar,

Thanks for the response! Johnar, your method indeed works for morphes on the eyes. But in my situation it involves morphs of the eyelids not the eyeballs themselves. These are very dependent on the exact location of the eyeball to stay acurate. I can indeed put all the 'objects' in one mesh. Then seperate them out via the layer system in the object editor. The asigned layer for a mesh in the object editor translate through in the figure editor. So you can isolate parts within the figure editor by switching of layers in the object editor. This way the original position of the individual meshes is kept and you still can split the mesh into different parts. However to asign a part of the mesh to a bone you'll now have to use bone influence or weightpainting. Hiding layers in the object editor doesn't prevent them for being painted on in the figure editor. So when want to asign the eyeball to the bone its very easy to also paint the eyelid or the eyesocket as well with leads to unwanted deformation.
So Steve maybe a solution would be to have an option to only paint the visible layer as set in the object editor? This way you could paint a part in isolation in the figure editor? Or have the seperate meshes that make up the object still be selectable in the figure editor and have the option to paint in isolation or asign mesh to bone in the figure editor?

7
General Anim8or Forum / Morph target and align objects
« on: May 20, 2020, 12:37:44 pm »
Hello everybody,

I was wondering what the best workflow/technique is for making morph targets on a character, because I have some difficulty with them.
I've modeled a character and have made morphs for the eyelids and mouthshapes. To make these morphs I made a mesh for the eyeballs and for the teeth within the object of the head to see/check that the morph shapes are correct and don't cross the eye for example. But then I want to copy the meshes of the eyes and the teeth to seperate object so I can attach them to a bone in the figure editor. The problem I haven then is that I manually have to align the eye and teeth object again and move them to there original position so that the morphing still works as designed. This becomes quite fiddly to get right again. Is there a more acurate/easier way to position these eye/teeth objects to there original position in the figure editor?

8
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: May 02, 2020, 05:00:49 am »
This is really cool, Steve! A super addition for character animation! Thanks a lot for the update!

9
ASL Scripts / Re: Controller scripts: animation by expressions
« on: May 02, 2020, 04:42:33 am »
Ok, so if I understand correctly some parameters are accessible for animation through these predefined variables. Is there a list of these predefined variables? And the $color variable is specific for the light source isn't it? Or can this also be used for the diffuse color of an object?

10
ASL Scripts / Controller scripts: animation by expressions
« on: April 28, 2020, 11:19:27 am »
Hello everyone,

I'm trying to learn/understand the 'animation by expressions' way of animating as described in the anim8or manual, but i don't fully understand how this works.

I copied the example script $color=(0.8,0.1,0.1)*(fract(time)<0.2); and the script in the ASL spec on the anim8or site: $scale = 1 + sin(time*PI*4)*0.5;

Both scripts work but I have trouble understanding how. If i understand the ASL spec right variables that start with a $ are user declared variables? If so how does anim8or know that the user declared variables has to be linked to light color resp. size of an object? Or are $color and $scale pre-defined variables within anim8or? And how could one translate this to for example the diffuse color of an object. For example if you want to make a character blush and make his face red during a scene?

Thanks in advance!

11
General Anim8or Forum / Re: Smoother Subdivisions
« on: April 20, 2020, 03:48:07 am »
Hi Ronalddefarmer,

I am no expert but like ENSONIQ5 said the tesselation proces of the start and end caps causes poles right on the edge of your shape. This is what causes the 'pulling' creases on your shape. You could do the extrusion of the spline with the option marked 'Don't tesselate caps' . This way the start and end cap consist of one face. This face will probably be 'overhanging' the shape because of the irregular shape. So then you'll have to put som edges acrosse the top and end cap to support/reinforce the shape. Then you could make a ring of quads around the edge as a control loop for the outer edge of the shape. You can achieve this by group extrude the faces by an amount of zero and then scale the newly formed faces. Again because of the irregular shape and the location of the centre of scaling of the group you will probably have to scale the faces individually because otherwise you'll create overhanging faces again. Then finally you can put in a control edge on the edge ring that was made in the direction of the extrusion to reinforce the edge in this direction. Then when subdivided it will keep its shape and have a clean edge. To illustrate my some what confusing story ;-) a screenshot of the mesh and the subdivided version. UV-mapping this kind of mesh will probably be a challenge without getting distortion.

I hope this helps!


12
Yes! Solved! I'm sorry but I probably have been messing with the configurations.

Thanks again!

13
Helllo STeve,

That's odd. On my computer it is solid (see attachment).

My system is windows 10 64 bit
GeForce MX150

14
Hello Steve,

I wonder if it would be a feasible idea to make the selection color a bit transparent when in wireframe mode, because the selection color blocks the view when you make use of a reference image with certain edits like for example inset faces.

greetings.

FWL

15
Anim8or v1.0 Discussion Forum / Re: Extrusion negative amount
« on: March 22, 2020, 05:49:06 pm »
By the way I found out that in subdivision modelling with working divisions set to 0 it works and you'll get realtime feedback. Only in mesh edting the issue occurs

Pages: [1] 2 3