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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

Pages: 1 2 3 [4]
46
I love the simplicity and functionality of Anim8or for modeling hobbyist like myself. I plan to post links to Anim8or related web sites and do more as I learn more about using A8. Tutorials may get posted on both forums as I become more familar with A8. I just want to say thanks for allowing me to become a member of this community. Leroy.

47
ASL Scripts / Let's add a section for using the ASL Editor.
« on: March 15, 2012, 04:05:33 pm »
I'm new to the forum and like most new users would love to see some tutorials on how to create ASL scripts using the editor. I've only begun to open existing ASL scripts, but it looks quite useful especially the syntax checker functions. Some of the scripts that I've run the checker flagged some warnings, but I don't have a clue what they mean? For example in the cog.a8s script this is displayed. What does it mean?
Code: [Select]
Parsing...
Analyzing...
Warning on line 45: Assigning a value to a member of an unassigned variable "$p"
Error on line 55: int expression expected
Warning on line 57: Use of unassigned variable "$sect"
Warning on line 58: Use of unassigned variable "$sect"
Warning on line 59: Use of unassigned variable "$sect"
Warning on line 60: Use of unassigned variable "$sect"
Completed: 1 error, 5 warnings

As I start working more with the editor I'll start posting FYI and possibly some how to articles as I unravel the mysteries of Anim8or and the tools associated with it. My gratitude goes out to Steve and the many helpful poster who advocate the use of Anim8or. Leroy.

Update: The first thing I've done is to install the ASL Script Editor and associate .ASL files in Windows XP to open all ASL files with the editor rather then Notepad; it's okay but a text editor lacks the Syntax Checker and should be more useful in troubleshooting ASL scripts.

48
I model for a video game that requires model parts be arranged in logical groups with some groups assigned under other groups, but I'm not sure how to group objects together in Anim8or. Also, how are they displayed within the program?

I use another modeler called Truespace and parts are displayed in it's version of a scene editor to show the model parts and any group of objects linked together. TS, basically uses a drag and drop method to form a basic hierarchal tree. How is it done in Anim8or? Thanks, Leroy.

49
Anim8or does not seem to copy the texture along with the model itself. Can export scripts be written to force the program to copy model texxtures to where I save my models? Thanks.

50
General Anim8or Forum / Why are some objects uneditable?
« on: March 13, 2012, 10:18:31 am »
I noticed this with object created script object. Do they differ from the default objects included with Anim8or. Is there a way to convert the uneditable objects in to an editable mesh? Thanks.

Opps, my bad apparently some if not all can be converted after selecting them and selecting the convert to mesh option.

51
I was playing around with the spline creation tool, but wanted to know if the spline can be closed and converted to a poly patch and extruded? Thanks, Leroy.

52
I've known about Anim8or for quite some but until recently was using another product called Caligari Truespace. it's a lot like Anim8or and fairly simple to use. I've been reading up on Anim8or and started to figure out a few things like how to edit objects after converting them to an editable mesh, and how to apply a texture. I also downloaded quite a few ASL scripts which really are pretty awesome. I'm particularly fond of the various X exporter scripts by Zaidon and Cranny. I plan to modify one one of them for use in creating an older version of Softimage XSI's text based format; the file layout is very similar to the text based X format with some notable diffrerences of course. The header for one and some special naming required by XSI like Si_ prefixes on stuff like the material, meshtexturecoords, etc. here's a look at what a typical XSI version 1 looks like.

BTW, can anyone tell me if Anim8or can write out MeshVertexColors? I need to include this when the exporter writes out the text file in the output. Thanks, Leroy.
Code: [Select]
xof 0302txt 0064

# This DirectX file was written by a Caligari (tm) product

Header {
1;
0;
1;
}
Frame Cube-0 {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Mesh CubeMesh {
24;
1.000000;-1.000000;1.000000;,
1.000000;1.000000;1.000000;,
-1.000000;-1.000000;1.000000;,
-1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
-1.000000;-1.000000;1.000000;,
1.000000;-1.000000;1.000000;,
-1.000000;-1.000000;1.000000;,
-1.000000;1.000000;1.000000;,
-1.000000;-1.000000;-1.000000;,
1.000000;1.000000;1.000000;,
-1.000000;1.000000;-1.000000;,
-1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
1.000000;1.000000;1.000000;,
1.000000;-1.000000;1.000000;;
12;
3;1,3,2;,
3;0,1,2;,
3;8,5,4;,
3;9,8,4;,
3;10,11,6;,
3;12,10,6;,
3;13,7,14;,
3;15,13,14;,
3;16,17,18;,
3;19,16,18;,
3;20,21,22;,
3;23,20,22;;
MeshNormals {
24;
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
-1.000000;0.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;;
12;
3;1,3,2;,
3;0,1,2;,
3;8,5,4;,
3;9,8,4;,
3;10,11,6;,
3;12,10,6;,
3;13,7,14;,
3;15,13,14;,
3;16,17,18;,
3;19,16,18;,
3;20,21,22;,
3;23,20,22;;
}
MeshTextureCoords {
24;
0.000000;-0.333333;,
0.000000;-0.666667;,
0.250000;-0.333333;,
0.250000;-0.666667;,
0.500000;0.000000;,
0.500000;-0.333333;,
0.500000;-0.666667;,
0.500000;-1.000000;,
0.250000;-0.333333;,
0.250000;0.000000;,
0.250000;-0.333333;,
0.250000;-0.666667;,
0.500000;-0.333333;,
0.250000;-1.000000;,
0.500000;-0.666667;,
0.250000;-0.666667;,
0.750000;-0.333333;,
0.500000;-0.333333;,
0.500000;-0.666667;,
0.750000;-0.666667;,
0.750000;-0.333333;,
0.750000;-0.666667;,
1.000000;-0.666667;,
1.000000;-0.333333;;
}
MeshMaterialList {
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;;
Material CubeMaterial_0_0 {
0.168627; 0.537255; 0.549020; 1.000000;;
44.000000;
0.100000; 0.100000; 0.100000;;
0.000000; 0.000000; 0.000000;;
TextureFilename {
"DUAL7.tga";
}
}
}
}
}

Pages: 1 2 3 [4]