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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 - lppena

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General Anim8or Forum / Anim8or CHM help integration?
« on: December 25, 2016, 12:23:46 pm »
Would it be possible to enable the CHM help file on the menu options to all future revisions of Anim8or. I notice the help tab is apparently not enabled? Thx, Leroy.

2
General Anim8or Forum / Is Lua supported by Anim8or?
« on: October 09, 2015, 03:29:35 pm »
I know that the ASL scripter can write scripts but I was wonder if we can use Lua to make them for Anim8or. Thanks, Leroy.

3
General Anim8or Forum / Does rigging export with an Anim8or model?
« on: July 13, 2015, 08:06:37 am »
I know animation is not supported with non A8 exporters, but I was wondering if the rigged model will export with other A8 formats like X 3ds and XSI? Thanks, Leroy.

4
I've been playing around with Anim8or for years but have always struggled with the axes moving off the object center as I edit them. Can the process of moving the objects axes back to the center be done with an ASL script and how would it done? Thanks, Leroy.

5
General Anim8or Forum / Hmm, how did Anim8or go from 1129 to 1127.
« on: November 16, 2014, 02:26:41 pm »
Was there an issue with 1129 or am I missing something? Love the software but I guess I'm getting lost with all the new releases.

6
General Anim8or Forum / Did support for Windows XP get dropped?
« on: October 22, 2014, 08:35:54 pm »
I tried running 1118 on an XP OS, but the the program never actually runs? Just thought I'd inquire. Leroy.

7
Ongoing Anim8or Development / Seems to work under Windows XP just fine.
« on: February 11, 2014, 11:16:46 pm »
It even found my ASL scripts and loaded them up for me. Nice and layers too. Sweet! Leroy.

8
I see the invisible objects in the object list but where are they? When I select them nothing seems to appear with the exception of the first object in the list? Is the file bad or corrupted in some way. I'm using version 097d. Thanks Leroy.

9
 ::) Decent list of Anim8or related modeling tools and utilities. I was searching for info on Anim8or and stumbled across this site. Greetings to all btw. Leroy.

10
General Anim8or Forum / Free online model conversion site?
« on: September 22, 2013, 10:14:50 am »
Don't know much about the site, but sounds promising though. Site web link and information. Leroy.

11
General Anim8or Forum / How can we animate an array of objects along a path?
« on: September 01, 2013, 09:12:36 am »
I tried an old link in a post but it apparently no longer exists even on the Wayback Machine. I want to build a group of track blocks seen on a typical tank or tractor type vehicle, but I could use some pointers on how to get the track block assembly along an ovular path. I can create the track block parts easy enough, but getting them to move along the path or spline is unfamiliar to me. Once I make the tracks how do I assign them to move along a natural path. Greeting to all BTW. Leroy.

12
General Anim8or Forum / Miscelanious XSI exporters for Battlezone 2?
« on: April 12, 2013, 03:16:25 pm »
Aside from Raxx's work with the old version 1 XSI format several other folks have put together various XSI exporter scripts for Studio Max, G Max and various versions of Blender. They're mostly useful to Combat Commander model makers, but I thought I'd post a link to them all. Various version 1xx XSI exporter scripts. Greetings to all btw. Leroy.

13
Just thought I'd ask in case he might release the source code for others to upgrade Anim8or. Could someone pleae ask Steve what his thoughts might be on the issue? Thanks, Leroy.

14
I've noticed that some objects are created vertically by default in some parametric ASL scripts. Is there a simple script modification I can make to an existing script that creates the object horizontally by default, or is this only possible using the rotation button to manually rotate an object from vertical to horizontal after an object is placed in the work space? Thanks, Leroy.

15
General Anim8or Forum / I'm modifying an old Blender XSI exporter script.
« on: December 31, 2012, 09:22:42 am »
It was originally written for Blender 242 and exports an older version 1 SIXSI text based format similar to the format that Raxx created for Anim8or quite some time back. I modified the original python script written by a user named Overmind. The script is still in development, but I'm changing internal components for use with 3D exploration and the map editor in Battlezone 2 Combat Commander. I have the original script as well several other Blender XSI export scripts hosted on my modeling forum for anyone interested. Leroy. Seasons greeting to all.

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