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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 - Raxx

Pages: [1] 2 3 ... 89
Anim8or Challenges / Re: Challange #34: Anim8or 1.0 splash screen
« on: April 24, 2017, 01:50:59 pm »
I have ideas but not sure if I have the time -_-

Nice work so far everyone!

Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 29, 2017, 02:48:02 am »
I've found myself really wanting annotations and the ability to set the unit of measurement lately.

General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 29, 2017, 02:43:26 am »
Raxx: Thanks for all your help with this version. The new color scheme is much less tiring to use especially for ling sessions. And the topo tool is now my most used tool.
Steve, these two are definitely my favorite additions thus far. Glad I could be of help here and there :)

A while ago you posted something about not wanted the end-points selected automatically when an edge is selected. I can't find the post. Do you remember what your suggestion was?
I thought it was something about wanting to keep the end-points selected, which seems to be the case now?

I don't know if I mentioned it before, but I really dislike the way it selects p/e/f when you switch between those types. It always throws me off and I have no use for all that extra selected mess. Is there any chance you can add an option in Configure->UI to disable it and just keep the selection(s) as-is?

Also, a bug: If you switch to smooth or fast shaded while outline is enabled, face-select/edit is always on regardless of which p/e/f configuration is set.

And...any chance of Ctrl+S being to save, Ctrl+O to open, and Ctrl+Shift+S to save as? Whenever I come back to this program from, say, any other program in existence, I keep accidentally toggling Smooth shaded mode and god knows what else pressing the other hot keys :P

General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 25, 2017, 05:34:19 am »
Congratulations Steve :) It's odd not seeing v0.9X tailing Anim8or's name anymore.

Anim8or already has GLSL workspace rendering. If it's not enabled for you, go to View->Preferences and enable it.

If you meant us being able to use our own shaders instead of Anim8or's materials, that'd probably be a long time coming.

ASL Scripts / Re: How do you use scripts?
« on: November 13, 2016, 05:41:51 am »
Anim8or has the ability to save as .obj already, by going to Object->Export and selecting the file type.

However, for future reference, you basically do as the instructions say.

  • Make a folder to hold your scripts.
  • Place the .a8s script files into that folder
  • Select that folder in File->Configuration
  • Make sure "Preload Scripts" and "Script Console" are enabled
  • Restart Anim8or. Scripts that should preload will preload. The Script Console window will show which ones loaded.
  • For export scripts, you go to Object->Export and it'll appear in the file type drop down menu

General Anim8or Forum / Re: Character building
« on: November 12, 2016, 02:35:38 pm »
Usually when building a character (or anything that has some symmetry), you work on one half with the other half mirroring it. For example, you create the right side of the body and mirror it to the left side. After you're done with all the details that need symmetry, you can keep both halves and then modify it with non-symmetrical details if it's required.

Assuming you're using the latest dev release, there's a tool in the Build->Mirrors menu. If you align the mesh to the right-side of the X axis and go to Build->Mirrors->Convert to Mirrored, and it'll mirror and merge a left-side copy to the right-side. It's an "active" object, so any changes you make to the right-side will automatically update on the left side.

Otherwise you can go to Build->Mirror Image and mirror across the axis and then manually merge the meshes and points.

Back to your original question, join the extremities to the torso by selecting both meshes and going to Build->Join Solids. If they are subdivision meshes then first you have to double click them and set subdivisions to zero, then convert to mesh, then Join Solids. It's easiest to use the Topographical knife (k) tool to connect the two together, but you can also use the Add Edge tool. Both of these tools are in the left toolbar while in Point-Edit mode.

An easy way to join, say, an arm to the shoulder is by cutting a large face at the shoulder socket with the same number of sides as a large face on the shoulder-side of the arm. Then select both faces in point-edit mode and go to Edit->Bridge (=)

ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: October 30, 2016, 07:15:32 pm »
Hi dancingshoes, I gave it a shot and it doesn't crash when I go into scene mode. I suppose it's due to some ghostly reason that it crashes for you, I've never really figured it out and I think it's something only Steve can address.

I created a new set of files with the sprites_enabled controller set to 0, effectively disabling it so that it *shouldn't* crash when you enter the scene editor. Just set the controller back to 1 in the time track when you get in. Click this link to download it.

As for the amount of memory it uses, theoretically it shouldn't use any more or less than with normal non-animated textures. What it'll do is increase the CPU cycles and harddrive activity when switching between frames since it's swapping out the files in the material.

ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 22, 2016, 07:45:48 pm »
daniel99, yeah I liked it too, but the script was getting to be less turd-ly so I figured I'd change it. It's commented out in the script, so if you reeeeallly want it then you can change

ASL Snippet
  1. /*#button(26, 26, 2, 0x00000000, 0x00410200, 0x00420100, 0x00422108, 0x00206110, 0x0010e210, 0x0020c010, 0x0221b808, 0x0203fc08, 0x0107fc08, 0x0107cf00, 0x001f8040, 0x003e03a0, 0x007c3ff0, 0x00787ff8, 0x00fdfffc, 0x01fffffc, 0x01fffffe, 0x01fffffe, 0x01fffff6, 0x01ffffe2, 0x01ffff04, 0x00ffc008, 0x007ffff0, 0x00000000, 0x00000000);*/
  2. #button(32, 32, 2, 0xfffffffffe000000, 0xffffffffffc00000, 0xfffffffffff80000, 0xfffffffffffc0000, 0x01fe0000, 0x007f8000, 0x001fc000, 0x1007f000, 0x3803f800, 0x5400fc00, 0x10007e00, 0x101c3f00, 0x000c1f80, 0xfffffffff8140fc0, 0xffffffffaf2007c0, 0x55c003e0, 0xffffffffaaa001e0, 0x555001f0, 0xffffffffaaa838f8, 0x55541878, 0xffffffffa22a287c, 0x4881403c, 0xffffffffa20a803e, 0x2820801e, 0x4402401f, 0x1080421f, 0xffffffff8004a10f, 0x00002f8f, 0x00001107, 0x00009207, 0x00001007, 0x00001007);

ASL Snippet
  1. #button(26, 26, 2, 0x00000000, 0x00410200, 0x00420100, 0x00422108, 0x00206110, 0x0010e210, 0x0020c010, 0x0221b808, 0x0203fc08, 0x0107fc08, 0x0107cf00, 0x001f8040, 0x003e03a0, 0x007c3ff0, 0x00787ff8, 0x00fdfffc, 0x01fffffc, 0x01fffffe, 0x01fffffe, 0x01fffff6, 0x01ffffe2, 0x01ffff04, 0x00ffc008, 0x007ffff0, 0x00000000, 0x00000000);

In a text editor.

neirao, sadly a parametric shape deselects all other shapes before it is created, so there's no way for the script to determine what was selected or not. I submitted a feature request that would fix this. I have v0.4 ready and waiting with it already implemented, on the off chance that Steve can get to it.

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: October 22, 2016, 07:37:10 pm »
A couple of ASL-related requests, related to the CelShadurr script I'm working on and reasonable for future development:

  • Create/Edit Double Sided Materials: Seems like only the front side is accessible
  • Don't deselect when creating a parametric shape with right-click: Like with spheres, cubes, and cylinders, when you right-click and drag to create a parametric shape, it shouldn't deselect all other shapes but instead add to the selection.
  • Divide point2/point3 by floats/ints: If you try (2.0,4.0,3.0)/2, it should return (1.0, 2.0, 1.5).
  • MsgBox(<String> Title, <String> Text,<Int> Type, <String> Content): Popup a message box. If Type 0 then it's a regular alert (just has an OK button). If it's Type 1 then it's a confirmation (OK and Cancel--Returns 1 or 0). If Type 2 then it's a prompt (Input text field, OK, and Cancel, returns String or Null). If it's a prompt then it auto fills the input text with the Content parameter when it pops up. So some examples might be...
    ASL Snippet
    1. //A Prompt Box
    2. String $alert1;
    3. $alert1 = MsgBox("Hello", "What is your name?", 2, "Bob");
    5. // A Confirmation box
    6. if($alert1 != NULL)
    7.    MsgBox("Please Confirm", PrintToString("That %s is reeeeeealllly your name", $alert1), 1);
    8. else // An alert box
    9.    MsgBox("...", "How Rude!", 0);
    This should be pretty easy to implement (relative to...other requests) and extremely useful for command scripts.

General Anim8or Forum / Re: Connecting edges
« on: October 22, 2016, 03:54:37 pm »
In Anim8or, not specifically. I also did a brief look through the scripts, but there's nothing that does that specific action.

The easiest means of bridging two edges would probably be to use the Topographical Knife tool (found in the newer development releases in this forum). Basically you enable the tool and then left-click on one point, then hold Ctrl and left-click on the point of the other edge to connect them. Then do the same for the other two points of the edge.

Otherwise use the Add Edge tool to add edges by clicking and dragging between them, then select all the edges and fill holes (Shift + J).

I *can* make a script that automatically bridges between two edges, but it's not really a time saver compared to just using the Topo tool, unless you want to automagically bridge a lot of edges at one time.

General Anim8or Forum / Re: locking meshes from edition?
« on: October 22, 2016, 03:14:17 pm »
Use the latest development release. Put the reference mesh in a different layer by double clicking the mesh and setting it in the dialog box, them lock the layer by right clicking on its layer button in the top toolbar.

ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 22, 2016, 07:14:44 am »
Thanks :)

So here's quite possibly the last update to this script, until double sided materials gets implemented in ASL at least.

I'll make this the official release post for now.

CelShadurr, the script that doesn't actually shade anything

What it is
This is a parametric shape script that creates an outline around all mesh geometry in the object, kind of. You have to add a double-sided material to actually get the outline effect. But still....

  • Install the script in your script directory and start Anim8or
  • The button will appear in the left-hand toolbar in the Object Editor. Click it
  • Click and drag in the workspace. You'll notice that all the meshes get covered by the parametric shape
  • Keep dragging until you get your desired thickness. Apply a double-sided material with the front side transparent.
  • To customize the outline...
    • You can change the thickness of the outline using the uniform scale tool, or otherwise by customizing its "Outline Thickness" parameter.
    • To customize the outline thickness on a per-shape basis, either append "_noOutline" for no outline on that shape, or "_####" where #### is the desired thickness in Anim8or units. For example, "mesh01_noOutline" would have no outline, and "mesh01_0.23" would have an outline that is 0.23 units thick
    • You can set Auto Width to 1 to enable the experimental auto width. Smaller shapes get smaller outlines and larger ones get larger outlines. This feature needs more effort on my end.
  • Note that the shape gets put in Layer 7 automatically, to make it super easy to hide and/or lock the outline.

Only tested in Anim8or dev release 1247

ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 07:20:19 pm »
Yeah, PHUR is a little tricky. To get the best results you'd have to convert the body subdivision mesh to mesh so as to permanently make it subdivided. This way the PHUR will much more accurately stick to the mesh when it's all being deformed.

So when dealing with PHUR, I recommend trying your best to use weighted envelopes instead of painted weights. This way you can have an object containing your "working" version (non-converted-to-mesh shapes), and an object containing your "final" version (converted-to-mesh shapes). Then you skin the final version using envelopes and if you need to make changes you can edit the "working" version and replace the "final" version's contents with a copy of the "working" version.

Then, when you're 10000% sure your model is final, you can change over to painted weights and do some good quality weight painting.

ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 02:30:57 pm »
Ah, yes. I forgot about that issue. There's no way to access the control mesh via ASL, nor to convert the control mesh to a subdivision mesh within a parametric shape. I think I brought this up a few times in the past but these features have yet to be added.

The only real option would be to put the inner shapes to subdivision 0, update the CelShadurr shape, convert the CelShadurr shape to subdivided, and then revert the inner shapes back to their original subdivisions. Or else you could convert the inner shapes to mesh in their subdivided form. Same for PHUR.

It'd be nice if there was mesh generation and access in the Scene Editor...then I could just make the outline conform to the rigged/skinned/animated shapes. Same with PHUR (with more dynamic effects available).

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