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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 - wallyrut

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General Anim8or Forum / Re: Rendering Anim8or scenes in appleseed
« on: December 07, 2016, 07:45:49 pm »

Thanks for the response. I got a preliminary version of my exporter working last weekend and have rendered some Anim8or scenes in appleseed. I note there is a scripting language for Anim8or. I've only taken a very brief look at i. Looks like it is C based. That's good for me, as I'm familiar with programming in C. My exporter is written in Python, because Poser has a Python interface. I was able to bring over a lot of code intact to use in my Anim8or project. It would be nice to be able to run my script directly out of Anim8or, instead of extracting information from the .an8 file, but I don't know if it makes sense to re-implement it in ASL. I am using Python modules to present a GUI for the user to interact with, and also to parse/write xml files, as appleseed scene files are xml.


Anim8or v0.98 Discussion Forum / Re: Problem with camera roll
« on: December 07, 2016, 07:36:40 pm »
Actually the rotation order is not an issue for me, as I'm using the camera quaternion to get the camera z-axis and computing the  matrix from that, so I never deal with the rotation angles. The only problem case is if the camera is pointed vertically, when rotating it upright is not uniquely defined.


Anim8or v0.98 Discussion Forum / Re: Importing obj surface normals
« on: December 07, 2016, 07:29:05 pm »
Yes, I saw the smoothing angle property. This works ok for simple models, but I have models for which this strategy doesn't work. Here's a comment from on this issue with C4S:

"As noted in the previous paragraphs, CINEMA 4D does not naturally use the more common and accurate "explicit vertex normals" capability as is used with most 3D software. Rather, meshes are associated with a "Phong Tag" that allows new vertex normals to be computed internally on the fly, based on a cut-off smoothing angle. Unfortunately these re-computed vertex normals are prone to errors in their computations, especially for single meshes with both smooth parts and abrupt angular parts, such as is often the case with CAD files (ie. a rotor assembly). Having a single cut-off smoothing angle for an entire complex mesh just does not allow for proper vertex normals computation - this problem is shared exactly with the Lightwave animation system for which its smoothing angle (its own concept of the Phong Tag) is associated with the material assigned to the mesh."

I've found this observation to be quite true. It would be nice if Anim8or used the vertex normals in the obj file. I suspect the only workaround right now is to split a model along hard edges that are shallow, but this is often impractical unless the model is simple.


Anim8or v0.98 Discussion Forum / Importing obj surface normals
« on: December 06, 2016, 01:44:31 pm »
I exported an icosahedron with hard edges from Wings3D two ways, one with surface normals, one without. When I import these into sme other 3d apps, they look as expected, the obj with surface normals showing hard edges, the one without normals smoothing the edges. Anim8or shows both the same. It looks like Anim8or is ignoring the imported surface normals and calculating them just based on the smoothing angle. I have seen people having this problem in Lightwave, and found this comment on a Lightwave forum:

"Since I know that Lightwave's OBJ importer ignores vertex normals"

I tried un-checking the "use new OGL renderer" option, but render still shows soft edges. Does Anim8or use the surface normals when present in an obj file?


General Anim8or Forum / Rendering Anim8or scenes in appleseed
« on: December 03, 2016, 07:31:10 pm »
I am glad to see Anim8or is again undergoing active development. I had checked out this program a while back, but it looked like it was no longer being developed or supported, so stopped using it. I am experimenting now with the latest build, and it looks good. I have been using Poser, but was never happy with Poser rendering. I found appleseed (check it out at, a really great open source renderer that is generating a lot of interest in the cg community. Appleseed does rendering, but has no facilities for modelling/animating. Exporters have been written for Blender, Maya and 3ds Max. I wrote one for Poser using Poser's Python interface and have been very pleased with my appleseed renders of Poser scenes. I have just begun working on an Anim8or to appleseed exporter. So far I have verified that I can extract camera and object position vectors and orientation quaternions from a .an8 file and convert them to 4x4 pose matricies for appleseed. I have code for exporting Poser lights to appleseed lights, so I can adapt that for Anim8or. When I get things a little farther along I will release my Python script as open source so the Anim8or community can join Blender, Maya and 3ds Max users in experimenting with appleseed.

And now a question. It looks like I can only set the camera FOV property. All the other software I have used allows me to set the aspect ratio. Usually I can set focal length and film dimensions. I know I can set render width/height in the render tab, but is there some way to do this for the camera?


Anim8or v0.98 Discussion Forum / Problem with camera roll
« on: December 03, 2016, 07:12:07 pm »
When positioning the camera with Enable Roll un-checked, the camera does not appear to have any roll in the display or render, but if I double click the camera, the PYR properties show roll. This appears to be ignored by Anim8or in displaying the scene or rendering, but it is exported in the .an8 scene file. I discovered this because I am writing an exporter in Python to export Anim8or scenes for rendering in appleseed, and after converting the camera orientation quaternion to a 4x4 matrix, sometimes I would get a render with everything looking ok except the scene was rotated around the camera optical axis. If I set the roll to zero in the PYR entry field of the camera properties dialog before saving the file, the scene renders in appleseed with correct camera orientation. I also wrote a Python method to take just the camera z-axis and compute a camera pose matrix with y axis up. If I export the scene without zeroing the camera roll, I can convert the camera orientation quaternion to a 4x4 matrix forcing the y axis up, and then the orientation is good, so apparently the camera orientation quaternion has the z-axis correct, but it is including the unwanted roll.


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