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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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Topics - texel

Pages: [1] 2 3
1
Hi Steve,

do you plan to had support for Collada (or FBX) export in a near future ?

Anim8or is a great free tools which could be used with some major Game Engine such as Unity 3d ou Unreal Engine for people which do not have money to buy 3DS Max or for people which do not like Blender.
But Anim8or do not export animation to any format, so it's not very usefull.
Collada is a standard which are supported by Unity and a lot of Game Engine or modeling tools (Blender 3D, which could be used as a export Collada files from Anim8or to FBX or other formats).

Exporting animations to Collada could be a VERY important feature.
Exporting sequences would be a great start (Exporting scene animations is less important) to be able to export skinned meshes animations of characters.

Thanks.


2
General Anim8or Forum / Bone translation and scale
« on: February 17, 2016, 12:16:28 pm »
hi,

i have not used Anim8or for a long time.
Does the new version supports translation and scale of bones in animations (and not just rotation) ?
It was a big lack of the previous versions.

3
General Anim8or Forum / Ani2Pov v0.92 is available (A file converter)
« on: April 27, 2011, 06:05:42 pm »
Ani2Pov v0.92 is available:
#  Warning: This version recquires the Visual C++ 2008 redistributable.
# Several bugs have been fixed.
# New file formats are supported.
# Please read the manual.
# I can't do a lot of tests. Please report any bugs.

Ani2Pov can import files from:

Common interchange formats:

# Collada ( *.dae )
# Blender 3d ( *.blend )
# 3D Studio Max 3DS ( *.3ds )
# 3D Studio Max ASE ( *.ase )
# Wavefront Object ( *.obj )
# Stanford Polygon Library ( *.ply )
# AutoCAD DXF ( *.dxf )
# LightWave ( *.lwo )
# Modo ( .lxo )
# Stereolithography ( *.stl )
# AC3D ( *.ac )
# Milkshape 3D ( .ms3d )
# TrueSpace ( .cob,.scn ) (limited support)

Game file formats:

# Valve Model ( *.smd,*.vta )
# Quake I ( *.mdl )
# Quake II ( *.md2 )
# Quake III ( *.md3 )
# Quake III BSP ( .pk3 )
# Return to Castle Wolfenstein ( *.mdc )
# Doom 3 ( *.md5 )

Other file formats:

# DirectX X ( *.x ).
# BlitzBasic 3D ( .b3d )
# Quick3D ( *.q3d ).
# Ogre XML ( .mesh.xml )
# Irrlicht Mesh ( *.irrmesh ).
# Irrlicht Scene ( *.irr ). (limited support)
# Neutral File Format ( *.nff )
# Sense8 WorldToolKit ( *.nff )
# Object File Format ( *.off )
# PovRAY Raw ( *.raw )
# Terragen Terrain ( *.ter )
# 3D GameStudio ( *.mdl )
# 3D GameStudio Terrain ( *.hmp )
# Izware Nendo ( .ndo )


The link:
http://texel3d.free.fr/projets/ani2pov

4
Under Windows Vista:

When i click on "About->OpenGL Info...".
The OpenGL info are displayed.
If i click on "ok" to close the dialog box, Anim8or is freezed by Windows and crash.

OS: Vista sp2
Graphic Card: Nvidia GeForce GTX285
Driver: 196.21

5
Anim8or v0.98 Discussion Forum / Feature request: UV Editor
« on: February 05, 2010, 08:27:02 am »
It would be great to have a good uv editor.
The user could select one or several faces. Click on the "Open UV Editor" menu.
A window is displayed with the texture (in a quad).
On the texture the selected faces would be displayed (the uv of vertices would be used as position on the texture).
The user can select a vertex on the window and slide it to change the uv of the vertex in real time.
The window would also have 2 edit boxes to modify the uv coordinates (if the user want accurate and specific values).
If the uv coordinates are greater than 1.0. it would be packed to [0,1], but the edit boxes would display 8.0 instead of 1.0.

(several uv channel would also be greate).

6
General Anim8or Forum / LibAn8 v9.02.01 is available
« on: February 01, 2010, 07:32:13 pm »
LibAn8 v9.02.01 is available:
http://texel3d.free.fr/projets/liban8/index.html

LibAn8 is a C++ .an8 files loader library which developpers can use to load .an8 files in their applications (3d files converters, OpenGL or Direct3D games, renderers, ...).

This version fixes several bugs in the loading of weights of figures.

The source code of a very basic OpenGL viewer is available in the SDK. It depends on the GLGX library (an utility library like D3DX for Direct3D):
http://texel3d.free.fr/projets/glgx

LibAn8 do not depends on OpenGL. You can also use it with Direct3D or other applications.

7
Ani2Pov v0.90 is available:
#  Warning: This new version recquires the Visual C++ 2008 redistributable.
# Several bugs have been fixed for animated sequences export.
# Ani2Pov can now export Anim8or files to Ogre3D (.mesh and basic .material in XML format) and Irrlicht 3D (.irrmesh). Animations are not supported yet.
# Please read the manual.
# I can't do a lot of tests. Please report any bugs.

Ani2Pov can import files from:

# Collada ( *.dae )
# 3D Studio Max 3DS ( *.3ds )
# 3D Studio Max ASE ( *.ase )
# Wavefront Object ( *.obj )
# Stanford Polygon Library ( *.ply )
# AutoCAD DXF ( *.dxf )
# LightWave ( *.lwo )
# Stereolithography ( *.stl )
# AC3D ( *.ac )

# Valve Model ( *.smd,*.vta )
# Quake I ( *.mdl )
# Quake II ( *.md2 )
# Quake III ( *.md3 )
# Return to Castle Wolfenstein ( *.mdc )
# Doom 3 ( *.md5 )

# DirectX X ( *.x ).
# Quick3D ( *.q3d ).
# Irrlicht Mesh ( *.irrmesh ).
# Irrlicht Scene ( *.irr ).
# Neutral File Format ( *.nff )
# Sense8 WorldToolKit ( *.nff )
# Object File Format ( *.off )
# PovRAY Raw ( *.raw )
# Terragen Terrain ( *.ter )
# 3D GameStudio ( *.mdl )
# 3D GameStudio Terrain ( *.hmp )

Ani2Pov also converts .an8 files from Anim8or to:

# PovRay
# MilkShape3d (.ms3d and .txt)(with animations)
# SMD (Half-Life)(with animations)
# Collada (.dae)
# ASE (.ase)
# AC3D (.ac)
# VideoScape files (.obj)
# Ogre 3D (.mesh and basic .material in XML format)
# Irrlicht 3D (.irrmesh)


The link:
http://texel3d.free.fr/projets/ani2pov

8
Ani2Pov v0.85 can now import objects from differents file formats.
Animations are not supported, but just meshes and simple materials.

Ani2Pov can import files from:

# Collada ( *.dae )
# 3D Studio Max 3DS ( *.3ds )
# 3D Studio Max ASE ( *.ase )
# Wavefront Object ( *.obj )
# Stanford Polygon Library ( *.ply )
# AutoCAD DXF ( *.dxf )
# LightWave ( *.lwo )
# Stereolithography ( *.stl )
# AC3D ( *.ac )

# Valve Model ( *.smd,*.vta )
# Quake I ( *.mdl )
# Quake II ( *.md2 )
# Quake III ( *.md3 )
# Return to Castle Wolfenstein ( *.mdc )
# Doom 3 ( *.md5 )

# DirectX X ( *.x ).
# Quick3D ( *.q3d ).
# Irrlicht Mesh ( *.irrmesh ).
# Irrlicht Scene ( *.irr ).
# Neutral File Format ( *.nff )
# Sense8 WorldToolKit ( *.nff )
# Object File Format ( *.off )
# PovRAY Raw ( *.raw )
# Terragen Terrain ( *.ter )
# 3D GameStudio ( *.mdl )
# 3D GameStudio Terrain ( *.hmp )

Ani2Pov also converts .an8 files from Anim8or to:

# PovRay
# MilkShape3d (.ms3d and .txt)(with animations)
# SMD (Half-Life)(with animations)
# Collada (.dae)
# ASE (.ase)
# AC3D (.ac)
# VideoScape files (.obj)


The link:
http://texel3d.free.fr/projets/ani2pov

9
General Anim8or Forum / Ani2Pov v0.80 can now export to Collada (.dae)
« on: December 20, 2009, 11:29:19 am »
Ani2Pov v0.80 can now export objects and scenes in Collada file format (.dae):
# Animations are not supported.
# Some features of Anim8or are not exported yet (such as CubeMap, skybox,...).
# Please read the manual.
# I have not done a lot of tests. Please report any bugs.

Ani2Pov also converts .an8 files from Anim8or to:
# PovRay
# MilkShape3d (.ms3d and .txt)(with animations)
# SMD (Half-Life)(with animations)
# Collada (.dae)
# ASE (.ase)
# AC3D (.ac)
# VideoScape files (.obj)


The link:
http://texel3d.free.fr/projets/ani2pov

10
General Anim8or Forum / LibAn8 v9.12.20 is available
« on: December 20, 2009, 10:24:16 am »
LibAn8 v9.12.20 is available:
http://texel3d.free.fr/projets/liban8/index.html

LibAn8 is a C++ .an8 files loader library which developpers can use to load .an8 files in their applications (3d files converters, OpenGL or Direct3D games, renderers, ...).

New features of this version:
_ New utility functions and classes have been added to AN8X to ease the use of animated skinned meshes.

The source code of a very basic OpenGL viewer is available in the SDK. It depends on the GLGX library (an utility library like D3DX for Direct3D):
http://texel3d.free.fr/projets/glgx

LibAn8 do not depends on OpenGL. You can also use it with Direct3D ot or other applications.

A new version of Ani2Pov will be available soon (with source code) and it will use the new functions.

11
Hi,

This new feature could be usefull for uv editting:

If you have a mesh with a texture and uv on vertices.
_ You click on an option (maybe called "Active UV folow")
_ And when you move one or more vertices, the UV coord of vertices are updated in order to move in the texture space in the same relative distance (using the previous UV coord of all vertices of the same face).

example:
http://texel3d.free.fr/bugs/active_texture.jpg

I have also a question:
How do i edit the uv coord of a vertex of a face "by hand" (example: to set (0.85, 1.0) in a dialog box for a vertex ) ?
Is it possible without editing the .an8 file with wordpad ?

12
General Anim8or Forum / Ani2Pov v0.75 can export to AC3D files (.ac)
« on: April 23, 2009, 09:11:34 pm »
Ani2Pov v0.75 can now convert objects from Anim8or to AC3D files (.ac)
This file format is used by the game "Super Tux Kart".
http://texel3d.free.fr/projets/ani2pov

Please read the manual
Any bug reports are welcome (i have not done a lot of tests).

13
Ani2Pov v0.70 can now convert sequences from Anim8or to .SMD files used by the game "Half-Life":
http://texel3d.free.fr/projets/ani2pov

Skinned meshes are not supported.
Please read the manual
Any bug reports are welcome.


14
Ani2Pov v0.65 is ready.
It can now convert animated skinned meshes (weights) of sequences to Milkshape3d file (.ms3d):
http://texel3d.free.fr/projets/ani2pov

Please read the manual (there is still some problems of accuracy near borders of Influences).
Any bug reports are welcome.

Milkshape3d file can be loaded by a lot of 3d softwares (Milkshape3d, Misfit Model 3D, Blender, ..., several 3D/Game Engine, ... )

15
ASL Scripts / Question about the .an8 file format (weights {)
« on: March 19, 2009, 09:58:04 pm »
Hi,

i have a question about the .an8 file format in the weights chunk.
Example:

weights { "mesh02"
            (1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))
            (1 (7 1))(1 (7 1))(1 (7 1))
          }

mesh02 is the mesh where to find the vertex
after it seems to be for all vertices the number of bone which influence the vertex and after the bone ID and the weight for this bone.
( NbrBone ( Bone0 Weight0 ) ( Bone1 Weight1 ) ...)

But how to find which Bone ID match with which bone ? BoneID = 0 doesn't seems to be the root. 


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