Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - wild_qwerty

Pages: [1]
1
so you're saying you want an option for selective antialiasing, with different parts of the same image AA or not AA, depending on whether the edge is against another model, or against the background?

Yes that is exactly what I need. Though I only need it to not AA against the background (I want a Transparent background). At the moment I'm having to use a program called Super Sprites to combine an AA render with a non AA render. It semi-automates the task but I have a lot of different animations and it really slows the process down.

http://www.phelios.net/supersprites.html

I'm not quite sure what you guys are talking about but regarding openGL but surely the background can be made transparent (no colour) and therefore no AA is performed against it? For anyone using Anim8or to make game sprites this would be a very important option to have, most people will just end up rendering all their sprites with out AA which makes them look crappy :(

For the record I'm working on a Fallout 2 mod called Mutants Rising

http://www.mutantsrising.com/


2
Not quite, I want to render it with AA on because it looks much better, but I don't want the outside edge of the sprite anti aliased against the background. When I add the sprite into the game the background will be transparent for that the sprite/model overlays the game and has a clean edge. Unfortunately with AA on you end up artefacts on the outside edge. With AA off the model doesn't look as good.

3
Anim8or v0.98 Discussion Forum / Don't Antialias Against Background Option
« on: September 04, 2008, 10:16:43 pm »
I currently make a lot of sprites for a game where I need a 'hard' edge with no anti aliasing. Rendering the image with the Alpha channel and pasting it over doesn't really do the job as the image is still anti aliased against the back ground and while it might have a hard outside edge some of the background colours creep into the image so I get these colours in my sprite (looks like crap).


Anyway, this is how my friend does the job using 3d Max, could this option be added to Anim8or?

You can disable AA on outer edges in Max while rendering (I discovered it some time ago), so you can skip this whole "removing AA in PS" thingie.

Customize --> Preferences --> Rendering Tab --> Check "Don't Antialias Against Background"

4
Is there any update on if you will be able to add any of these options soon? I've just downloaded the new release now but there no ortho camera yet :(

Don't worry I'm not complaining, Anim8or is a great program and I've very greatfull for all your hard work :)

5
But I want to keep the figure and all of its sequences, that way I can just remove the object, add an new one rig it onto the figure and have all of my sequences allready set up. It saves a lot of time this way, also I am using anima8or to make sprites for in a game and the sequences tend to be the same for each model.

Also I'm not sure what parts to delete in wordpad

6
Yes, you will still need the X/Y/Z in place :)

7
Anim8or v0.98 Discussion Forum / Feature Request - more camera options
« on: March 28, 2008, 11:13:02 am »
Could you please add these two new options to the camera settings:

1) First off it would be really good if there was an option to make an 'Ortho camera' that would have the same properties as the ortho view but could be set in one place.

read this thread for further information: http://www.anim8or.com/ubb/Forum1/HTML/016173.html

The work around in the thread works but its a pain in the butt.

2) Ability to set the camera postion relative to an angel rather than x/y/x cordinates

eg: You would point the camera at a target object and then set the distance away, the horizontal angle, and the vertical angle

Anim8or should then be able to calcualte where to position the camera. (at the moment I basicaly devide my scence in trianlges and use trigonometry to work out where to place the camera as a X/Y/Z position)

8
I've noticed that if you have an object rigged to a figure using painted wieghts and then later on delete the object all the settings for rigging the object are still in the file. This can be checked in two ways:

1) When you open the file it give the error message

"There are 1 missing items. Do you want to see what they are?" and when you click 'Yes' you get this message Missing object 'person' in named object 'namedobject01'

2) if you open up the *.an8 file with wordpad you can see all these settings taking up a lot of space in the file.

While it is anoying that you keep getting these error messages every time you open the file the problem is that the file size can get quite large if it happened to be a high detail objet you deleted. I've tested this out a few times and I've got a file 1MB in size that has no objects in the file.

9
General Anim8or Forum / Re: Anti-Aliasing with Jagged external edge
« on: March 23, 2008, 11:18:42 pm »
I've already tried that but it doesnt really seem to work:


10
General Anim8or Forum / Anti-Aliasing with Jagged external edge
« on: March 23, 2008, 07:58:08 am »
Is it possible to render a model with anti-aliasing turned on and still maintain a jagged outside edge?

The reason I am asking is that I am using anim8or to model some new sprites up for a game mod I work on. Since we are modding Fallout 2 which is a sprite based game the image need to have a 'hard' or 'jagged' outside edge some that they blend into the game correctly. Normally with anti-aliasing on you get that blurred edge.

Sure the sprites work fine with anti-aliasing turned off, but they dont look quite as good. So it would be nice if I could just anti-alias the inside pixels but keep the edges hard.

Any suggestions?

Does the AA Filter effect this at all?

Pages: [1]