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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Steve

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1
If you want to move something so that it moves in the direction that your mouse does relative to the active view, then you should use Screen coordinates. World coordinates move according to the world's coordinate system no matter what view you are using so that moving your mouse while pressing the Left mouse button (LMB) to the right and left move things in the + and - X world direction no matter what window you are in.

There isn't an Inset Connected Faces command, but it's a nice idea.

Also there isn't any way to snap in individual axes, but it's also a good idea.

2
General Anim8or Forum / Re: Bump maps and shading preferences
« on: February 15, 2020, 10:37:37 am »
seldon is right. Bumpmaps and normal maps both have a precision of 8 bits. The derivative is computed based on a single value for bumpmaps while normal maps have 3 8 bit components that represent the derivative so are normally more accurate.

Note: It's possible to use higher resolution 16b or even 16b or 32b floating point bump and normal maps on GPUs but if the input image is only 8b then it wouldn't help. Currently Anim8or doesn't support fp textures because there are few texture maps in fp format.

FWL That's one reason why GPUs are better that built-in Intel graphics ;)

3
General Anim8or Forum / Re: Bump maps and shading preferences
« on: February 12, 2020, 08:23:34 pm »
And here's a project with bumpmaps. They should work in both ARB and GLSL shaders.

4
General Anim8or Forum / Re: Bump maps and shading preferences
« on: February 12, 2020, 08:04:53 pm »
Normal maps should work with GLSL shaders on your graphics card. Make sure that the NVIDIA graphics is being used. I've attached a small project with an example.

Just to be sure, what version of Anim8or are you using?

5
Two places: Lucca, Italy and Austin, Texas. 6 months a year in each.

6
Anim8or v1.0 Discussion Forum / Re: Minor bug fixes
« on: February 10, 2020, 12:05:22 am »
Thanks, I'll look into these.

7
I'm working on a couple of things. But at the present I'm just finishing up moving so everything's on hold until that's done.

8
Finished Works and Works in Progress / Re: Weight scale
« on: February 03, 2020, 09:16:38 pm »
Nice model, jwalt!

9
Finished Works and Works in Progress / Re: Stave church
« on: January 12, 2020, 12:49:14 am »
Nice!

10
Finished Works and Works in Progress / Re: Bicycle rider & Zoltar
« on: January 09, 2020, 12:56:09 am »
Nice job, jwalt! Glad you find the IK useful.

11
General Anim8or Forum / Re: Advanced Feature Request
« on: January 03, 2020, 04:57:41 pm »
Interesting idea. It's probably easier to allow Anim8or to show multiple windows, such as an object editor and a Scene editor. Either way would require a lot of rewriting but they're not impossible.

12
It all depends on how the meshes are built. Their vertices' values are all relative to the "location" of the mesh. A vertex with a value of (10, 0, 0) in a mesh with a location (0, 0, 0) represents the same point in space as a vertex with a value of (0, 0, 0) in a mesh with a location of (10, 0, 0).

13
Finished Works and Works in Progress / Re: testing for realistic image
« on: December 14, 2019, 09:20:45 pm »
Love the expression on his face! Bit I think he'd better give the fish to the gator and RUN!

14
Finished Works and Works in Progress / Re: Perfecting the skill
« on: December 11, 2019, 11:15:20 pm »
Also you can use fk with ik.

I'm also trying to add constraints such as keeping a joint >= 0, which would help walking a lot. But I still have a few bugs to fix before it's ready to use.

15
Finished Works and Works in Progress / Re: Perfecting the skill
« on: December 10, 2019, 11:25:32 pm »
Kevin Gales: Have you tried using IK? You can lock the feet with it. Here's a simple example:


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