Anim8or FAQ
Click View->Preferences and check transparent in both view and render modes. (pragma7)
Check "Shadows" in View -> Preferences... You must have your own lights (user lights) in the scene, set to cast shadows. Percent Dark must be greater than zero. When using soft shadows, the Size parameter must be greater than zero. Some objects must be set to cast, others to receive shadows. You must render from Camera View (a lot of "must"). Only the rendered image shows the shadows! (Leslie)
Make each body part as a separate object, say head - object01, arm - object02 and so on (you make a new object by clicking Object->New), now in Figure mode after selecting the desired bone, Build->Add object and you will have a list of your objects to choose from. (Leslie)
Anim8or does not save key frame information when exporting to the .3ds format, only static models. The .3ds format isn't compatible with a lot of Anim8or's features. (Steve)
Anim8or does not export texture file name, so you have to add it back somehow. (Steve)
The size of the image used for texturing should mach the size (area) of the object to be textured. With the interactive UV tool is easier to adjust the proper size of the texture. (Leslie)
The Settings->Component->TextureUV was really a placeholder until there was some kind of interactive texturing. Try using the UV tool for now. (Steve)
There
are many video-editing programs, you can download free from the web. You can use
them to add music to your videos and they have many other features too. You
should try DD
clip Free 2.23. They are also selling a DDclip
Pro, which is a shareware program. Adobe is also a very good program, but it
cost too much for home use, but you can get free Premiere
tryout version. (Tuomas Nylund)
I use video studio www.ulead.com;
another cool tool is bink n smacker www.radgametools.com
(bobit)
Try http://www.thugsatbay.com/
and choose: Zwei-Stein it’s an excellent program, I use it, what more do you
need? (JobeShadow)
Check also Anim8or’s resource page… (Leslie)
To rotate around the Z-axis shown in violet, you have two choices. You can use the middle mouse button if you have a 3-button mouse, or you can use the left button. If the joint can rotate around both the X and Z-axis, then you have to disable the X-axis first. (From the Manual)
As far as I can see, there is no way to achieve a complete circle to simulate continuous wheel movements
You might be better making the wheels separate objects
in the Scene with the car body as their parent. Then you can rotate all the way
around. Remember that there are 720 degrees possible in an angle! This allows
Anim8or to figure out which way you want to rotate between two keys. (Steve)
It can be easily accomplished with ASL - read the tutorial!
(Leslie)
Anim8or wants textures &
reference images to be at least 16bit resolution unless it's a GIF. (Lloyd)
What I did to fix it was go Preferences and then turn
Backside on. (Seared Ice)
You definitely need more faces. If
you look at many models of, say, human like figures you will see that there are
many small faces near areas that bend (like the elbow) but not so many in areas
that don't (like the biceps or forearm). (Steve)
Skinning is inherently problematic. It does not
preserve things like volume so tight bends can kink, bulge, and flatten. Playing
with the bone influences can reduce the problem quite a bit. Sometimes adding an
extra short bone in a joint can help too, so that it:
<---><--><---> instead of <------><------> if you
see what I mean. Thin fingers also work better than fat ones. You just have to
keep playing with it until you figure out what works. (Steve)
Group the items and note the x, y, z
location and of the pivot point of the group... ungroup... set the pivot point
for each item to the same place that the group pivot point was... now group the
items again... the items should not spread out... (I hope) (Lloyd)
After you have joined solids delete the hidden faces, select all the
(overlapping) points, then use Edit->Merge points command (bobit)
The "center point" for the extrusion is the initial origin of your spline. Make sure that you create the spline around the origin or the results won't be what you expect. (Steve)
Already done!
No Subtraction tool in Anim8or yet.
I really do hope to get this into Anim8or
someday but I don't know when I will get to it, if ever. (Steve)
There is a Terranim8or plug-in for boolean operations. (Leslie)
Sorry, but there aren't any Boolean
operations in Anim8or. You'll have to do things some other way. You can select
groups of faces and use Edit -> Detach Faces, delete faces, fill holes. You
can also extrude a face a distance of 0 (hint: turn on Snap To Grid) then resize
the face smaller, then extrude it back into an object, etc. to make a window or
door in a wall. I know this isn't the same as Boolean subtraction, but at least
it's there now... (Steve)
... (Booleans) are really cool but are
fairly tricky to implement. I've done some preliminary work on them but don't
have anything that's even close to being usable yet. The main problem is that
Anim8or is not a solid modeler. It is a surface modeler. Booleans only work on
solids, i.e. perfectly defined 3d volumes. The model's surface cannot have
missing faces, and cannot intersect itself or the operations aren't defined.
(Steve)
With a little thought, you can simulate some Booleans
using merge faces and bridge (Lloyd)
Image by Lloyd
There is no such tool, but
you can do a pretty good circle from a tetragon, selecting the Curved path tool,
double-clicking the vertices and checking "smooth" in the Knot
Parameters dialog box (Leslie)
Terranim8or has a "Circle / Ellipse" primitive. (Leslie)
That’s the current limitation of the renderer. It'll be increased in the next release. (in v0.8) (Steve)
You can extrude a face a
distance of 0 (hint: turn on Snap To Grid) then resize the face smaller, then
extrude it back into an object, etc. to make a window or door in a wall. (Steve)
You may use Terranim8or's boolean subtraction. (Leslie)
Select all the faces and bevel them a small
amount, invert selection, apply a black material (Stylos)
Image by Lloyd
The material bar is scrollable. Just click on one of the materials and drag the whole bar upwards (The Armenian).