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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 - CodeDmitry

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General Anim8or Forum / Thanks!
« on: February 10, 2018, 01:04:00 am »
Wanted to say thanks for the amazing upgrade!

My first impressions is that it is slightly sluggish to start(previous version was near instant), but the layers addition, a new optional theme, new line thickness option, as well as new tools are really great! I love the ruler tool too!

I see its still impossible to rotate around z axis from front view, and there is no option to limit the precision of floating points at export(when exporting as C file, there's often too many insignificant decimal places for my liking).

Otherwise thanks again for such a great tool!

I have three objects, Sphere 1, Sphere 2, and Sphere 3.

Sphere 1: {color: 0xff0000, x: 0, y: 0, z: 0, diameter: 10}
Sphere 2: {color: 0x00ff00, x: 0, y: 15, z: 0, diameter: 10}
Sphere 3: {color: 0x0000ff, x: 0, y: 44, z: 0, diameter: 10}

I want to make a proof of concept animation with 15 frames where

on frames [0, 4], Sphere 1 is showing.
on frames [5, 9], Sphere 2 is showing.
on frames [10, 14], Sphere 3 is showing.
on frames [15, 19], Sphere 2 is showing.

I want no tweening in between.

Problem 1: when I build>add object into scene mode at frame 5, it also appears on all prior frames, something I do not want.
Problem 2: when I edit>hide a selected object, it disappears on prior frames, something I do not want.
Problem 3: when I edit>delete elements a selected object, is is deleted on prior frames, something I do not want.
Problem 4: when I build>add object, then move an existing object to behind the camera, it tweens to move between the two points, something I do not want(I want it to disappear discretely, not move away at linear velocity).

How can I get this done?

Thanks ahead of time.

PS: I found one way to do it by having every object on every frame, but modifying the visibility on each critical frame:


Is this the only way to accomplish this? because I imagine having 1000+ objects(number of morphing objects * average number of discrete morph steps of each object, eg 3 balls, 10 variations of each ball means 30 objects in each frame) in each frame be problematic.

General Anim8or Forum / how do I texture a cube-based object
« on: June 06, 2016, 03:26:42 pm »
I am trying to create a model to represent a Magic the Gathering card, with dimensions (x: 8.8, y: 6.3, z: 0.2)

I don't know anything about how texture mapping works.

Is it possible to texture this surface only one side at a time? multiple textures for one object?

I am struggling to wrap my head around how the mapping works.

Where can I start reading about texturing, and can I have any tips on how I can accomplish this kind of texturing(front-side of cube and back side of the cube).

Thanks ahead of time.


I think I figured it out, I can select the face I want to texture and the bmp image can be directly stretched over it.

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