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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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Anim8or v0.98 Discussion Forum / Re: Texcoords incorrect
« on: December 02, 2014, 04:04:26 pm »
Thank you for the responses.  I have been using Anim8or for about 12 years, but this time I need to export the mesh for use in an opengl project and couldn't get the textures to fix correctly.  I have gone into my opengl project and added a function to recalculate the texcoords.

Anim8or v0.98 Discussion Forum / Re: Texcoords incorrect
« on: December 01, 2014, 06:37:35 pm »
But if I save the file and close Anim8or, then reopen the file in Anim8or, there are no previously deleted ploygons.

Anim8or v0.98 Discussion Forum / Texcoords incorrect
« on: December 01, 2014, 04:45:02 pm »
From the front view, I created a cube, with a location of 0, 0, 0 x-div 3, y-div, 2 z-div 1, x-size 30, y-size 20, z-size 10.
Then I converted the cube to a mesh. Selected Points edit and drag selection.
Then go to top view
Then I selected all of the points for the back side and deleted them.
I went back to the front view and selected the 3 point on the right side and deleted them.
I then selected the 3 points on the bottom and deleted them.  This leaves me with two quads.
I used file->Save As and saved the file
If you open the saved file with a text editor you can see that the texcoords do not go from 0 to 1.
Textures do not map correctly on this mesh.

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