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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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Hey folks it's been a while since I last posted anything, but I've been toying around with Anim8or and the Cyworx 3rd party X3D exporter script. Apparently the script works quite well at exporting X3D models. I also found some free modeling tools in working with your Amim8or created X3D models available @ Pinecoast Download Site. They have free versions of a model viewer, X3D to DAE translator/converter, and an X3D editing utility which some of may find of some use.

FYI: The A8 X3D script exports the models geometry okay, but doesn't currently support exporting the models texture data; maybe some could take a look at the script to see if it can be modified to fix this issue at some point in the future.

PS: I believe the script was originally modified from the existing A8 VRML script to give some details as I understand it. I attached a copy of the script if anyone has use for it or would like to take a crack at getting the texture data output working. Seasons greeting to all. Leroy.

I import my Anim8or Raxx X models in to Caligari Truespace 7.61/6.6 and key frame the X model in TS and export the model again to 3D Exploration for conversion to XSI complete with animation. I suppose it would also work with the 3DS format as well. You could also probably use other modeling software like Blender to do the same thing considering A8 itself won't export the animation portion.

I've been playing around with both of them and found I can export X models out to 3D Exploration for use with Battlezone 2 Combat Commander after converting them to XSI version 1. I'm also doing something similar with GMAX as well. Just thought I'd share this with visitors looking for information about modeling options for BZII model creation.

Anim8or can to some extent be used for model creation with Raxx's XSI and X exporter scripts, but has several severe limitations due to a lack of animation and proper object linking for BZII models.

As most of you know already know Anim8or does not copy 2D textures when models are exported to external storage folders. Typically, you have to manually copy your textures to any external folders that you plan to use to store your Anim8or models.

I recently discovered one very useful method to avoid the problem to some extent by using a 3rd party conversion application called, Right Hemiphere's, older 3D Exploration version 1x model conversion utility. 3DEX, as I call it can be configured to find and display the missing textures by going in to Tools>Options>Textures and click Add.., now locate the path and folder where you have your textures stored and hit okay. You can add as many path entries as you need and 3DEX will search them to display the textures on your models. Select Apply for every new path you add, and then hit OK when you're  finally done entering paths for 3DEX to search for missing textures.

I do a lot of Direct-X to SI-XSI model conversions, so manually copying textures takes a lot of time and increases the work load substantially. With this method all I need to do is point 3DEX to the right file paths and when I convert my X models to XSI; 3DEX will automatically create a new texture file in the same folder; it just copies and renames the texture file and places it in the same folder. Another advantage to this method is the folder size stays smaller because you don't have any texture files other then the one's created by 3DEX. Cheers, Leroy.

General Anim8or Forum / OMG, I found a ton of GMAX resources on my system!
« on: September 04, 2012, 10:55:47 pm »
In the early days I used GMAX briefly and became a pack rat in terms of downloading everything that I could get my greedy little fingers on. I have most of the gamepacks, plugins, 3rd party import and export maxscripts that apparently are no longer available on the web. If anyone needs something just let me know and I'll make it available somehow either by uploading the stuff here or on my modeling forum. Cheers, Leroy.

General Anim8or Forum / Free Smak Texture Baker
« on: July 18, 2012, 03:58:11 pm »
Anyone familiar with this texture application? Looks interesting thought and posted a link for others to take a looky. Leroy.

General Anim8or Forum / How does the Project feature work in Anim8or?
« on: July 15, 2012, 03:17:28 pm »
Is it different then that used when I save an .A8 file or is a project file saved under a different file extension?

In Truespace objects are typically saved in a Library folder. To insert (drag and drop) new objects in an existing scene the Object library is opened and it displays a list thumbnail images. Then I can either double click an object or drag and drop it into my existing scene to add as many new objects as I need. Does it work the same way in Anim8or? Thanks, Leroy.

I'm working on a tank model and I want to import another A8 file into the existing one without over writing it. Is this possible? Or is there some other way to get the same thing done? Thanks, Leroy.

ASL Scripts / One way to group objects in hiearchal form
« on: July 12, 2012, 05:30:51 pm »
I found that moving blocks of text around is helping me understand a little on how Anim8or can be set to link objects in hiearchal form. I still get frame read and commentary errors, but the model file seems somewhat intact in terms of 3d Exploration being able to display them for viewing. The text block I moved is listed below to show what I copied and moved to be under area of the XSI script that I've been working on from the original script created by Raxx. I could really use some feedback on how to get rid of the frame read and commentary error. I posted a pic of the hiearchal display and actual errors in 3DEX. Thanks, Leroy. PS: I attached the modified script for others to take a look at and possibly modify it some more.

Code: [Select]
$shapes.size = 0;
while ($childShapes.size > 0)
/*$output.print("Frame Frm {\n     FrameTransformMatrix {\n  1.000000,0.000000,0.000000,0.000000,\n  0.000000,1.000000,0.000000,0.000000,\n  0.000000,0.000000,1.000000,0.000000,\n  0.000000,0.000000,0.000000,1.000000;;\n   }\n");*/

while ($shapes.size > 0) {
    $shape = $shapes.pop();
        if ($shape.GetKind() == SHAPE_KIND_GROUP) {
        while ($childShapes.size > 0) {

 $output.print("Frame %s {\nFrameTransformMatrix {\n", $;
        $transformMat = $shape.GetGlobalTransform();
        $output.print("  %.6f,%.6f,%.6f,0.000000,\n",$tr1);
        $output.print("  %.6f,%.6f,%.6f,0.000000,\n",$tr2);
        $output.print("  %.6f,%.6f,%.6f,0.000000,\n",$tr3);
        $output.print("  %.6f,%.6f,%.6f,1.000000;;\n }\n",$tr4);

As most of you may already be aware that only the native A8 format supports animated models. Unfortunately, exporting animated models in other model formats requires the use on an external 3rd party modeling tool to animate non native formats like 3DS, X, VRML and all of the other exporter based model formats. I use Caligari Truespace version 7.61 Beta 8; also a free modeling software, to export static non animated X, 3DS or VRML models in to TS for the purpose of animating the geometry portion with the key frame editor in TS.

It's quite simple and works somewhat the same as the Anim8or version. TS, uses what it calls the scene editor to display all of the models parts in a separate window that can be expanded to display the time line panel where key frames and the actual frames are shown. Like Anim8or TS also uses inverse kinetics to fill in the in between movements.

Other modeling software like Blender can also be used in the same way to animate your models and further prepare them for final processing.

I ask because when I open existing scripts it all mostly looks like obscure giberish from a lay point of view. I see that it's mainly standard mathmatical formula's sprinkled with Anim8or related functions, but most of us need some reference sources to help make much sense of what we're looking at. I'm not even sure what to ask in terms of C usage as far as script editing and new script creation is concerned. Just thought that I'd ask about what sources are available on the web to learn more about how Anim8or reads and interprets the information in a typical ASL script. Thanks, Leroy.

I found out recently that some older video cards may have trouble displaying some features of Anim8or like point and edge views in solid views when editing models. I was able to correct this on my system by going in to my display settings and reducing the bit rate from 32 to 16 bits. Just thought I'd mention this for the few people that still run Anim8or on some older PC's and laptops. Leroy.

I've had some success in creating model textures using the screen grab function of Windows to paste an image of my Anim8or models in a paint program for custom painting it and using that to map my models. It's rather crude but allows me to apply the saved texture map on to my models.

Are there other methods of creating texture maps for use with anim8or? I'm aware of Lithunwrap as well as using Truespace's default UV mapping tools on 3DS and X imported models. What are other A8 model makers using to texture your models? Thanks, Leroy. 

I notice when I edit the mesh objects like recaling the axes get off center in the object itself and the resulting exported model looks strange afterwards. In Truespace there is a feature to move the axes back to the center of the object, so I was wondering how tihs is done in A8? I know about the axes button and manually moving them back on center again, but with a lot of objects this becomes quite tedious. I there another way to do this to all of the objects? Thanks Leroy.

Looks like it has something to do with compiling an entry point so Anim8or models can be imported directly into Ogre 3D. Leroy.

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