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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 - DFX2KX

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General Anim8or Forum / Re: Back home and working on next release
« on: October 22, 2015, 11:56:49 am »
I returned home last week, ready to continue working on Anim8or. Unfortunately one of the disks in my development computer hard-crashed the next day, dead, dead, dead. Nothing was recoverable. Not to worry, I have backups of everything important. It still took more than a week to figure out that the disk was really gone, and then get everything up and running, transferring all the licenses to the new configuration, etc.

I should have something interesting posted in a week or so. Big changes coming to Anim8or this fall!

Note: I use Carbonite for backing up my computer. It worked very well. 38 GB of data restored with the click of a button! Thank goodness that I have a Giga-Bit fiber connection at home :)  So if anyone is looking for a good cloud-based backup service, I highly recommend Carbonite. It cost $59/year for unlimited data on 1 PC and runs almost unnoticed in the background. (They should give me a discount for this plug :) )

October must be the month of Hard drive failures. I bought a brand new one that took a dive. No personal data, but I am having to re-write some of my an8 code for Game Maker. And THAT is annoying, but alas. it could have been worse! :D glad to hear you could get a backup going, though!

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Answered by the man himself!  :o

I'm aiming to support painted weights mainly, but if bone influence can also be supported, it'd be worth the extra work, as bone influence is much less tedious, and seems to be what most folks do. I'd like to make it as easy to use from an end user standpoint as I can.  A bit of coding now, saving me a lot of extra work in asset creation later is a reasonable trade-off.

That country has to be crazy right now, I do not envy you sir. I haven't really had a chance to mess with it too much, so there's no rush. Anim8or's file-type is nice, in that I'm not having to divine an understanding of a cryptic binary file. That makes it particularly handy.

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General Anim8or Forum / Re: Need help
« on: October 02, 2015, 07:35:54 am »
Nice overview, Rudy. I generally use the 'static mesh' method' when I have something that needs to match an already existing shape, and then cut it apart for things to move. but hierarchical building is a bit more flexible.

Anim80r lacks the sort of 'constraint' system that a mechanical modelling software would have, though (Anim8or isn't made for that, after all!), so really complicated things are going to be a mess all the way around.

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General Anim8or Forum / Re: Need help
« on: September 28, 2015, 11:02:29 am »
Mechanical simulation is not what animator was really geared towards. And a lot of the documentation isn't matching up with what you're seeing because some of the documentation is made for the builds after .98 (available on the forums here). So what you see depends a LOT on what version you're using.

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General Anim8or Forum / Questions regarding anim80r's skinning animations
« on: September 27, 2015, 04:14:11 pm »
Okay, I've used anim80r for a number of years  (since before .98), and I can use skinned animations fine, be they manually applied, or using the default weighting mechanism. However, I'm curious if any of you know how the actual x,y, and z of the vertexes are calculated. I'm trying to implement some scripts for Game Maker Studio that'll let GM: S read and render AN8 files natively. It seems MUCH easier to do then implementing 3DS files, at least.

I know the bone positions are stored in Quarternion form, and I've got scripts for that, as well as for transforming a single vertex based on that. But I'm not entirely sure how to make the vertexes move only partially based on weight. There doesn't seem to be a whole lot written about it in the file's reference.

Any insight would be most appreciated!

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