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Messages - lppena

Pages: 1 ... 18 19 [20]
286
This is what the Truespace X exporter writes out the file as. It's a bit different then what the Anim8or's X formats from Joe, Cranny, and Zaidon look like. Joe and Zaidons output yields some line errors when loaded in to 3DEX. Cranny's yields no errors, but is also not visible in 3DEX's model viewer. It sounds like Anim8or's lack of true hierarchal support is part of the problem itself, but I don't really have a clue due to my lack of experience in how these things work. Sorry to be so igorant but I don't know what else to say. 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";
}
}
}
}
}

287
It seems the VRML exporter will link the parts together in a hierarchal tree form. The X and 3DS exporters only seem to export the group as single objects. This may work for me though as 3D Exploration can read and convert VRML to XSI. Thanks for the replies though. I can see I'm going to have to spent some time adapting Anim8or for use in creating models and props for BZII. Leroy.

288
General Anim8or Forum / Re: Future of Anim8or
« on: March 14, 2012, 04:57:56 pm »
I suspect that real life has most of Steve's free time, but I hope that he eventually has time to tweak Anim8or a bit more. I hope that he adds basic ASL import script support at some point in the future. It would certainly enhance the overall usefulness of the program.

289
General Anim8or Forum / Re: Why are some objects uneditable?
« on: March 14, 2012, 04:52:56 pm »
Select the object, then click on Build>Convert to Mesh.  This will convert the script or primitive object to an editable mesh.

Thanks ENSONIQ5, I finally figured it out. Now I can use the parametric scripts and modify the resulting object in the editor itself. PS: I may add a new forum on my modeling forum for using Anim8or to create models for Battlezone II Combat Commander; it's basically a moddable video game that people can create 3D models and props for the game. It uses an obsolete XSI model format, but I'm in the process of modifying an X exporter script to output text data that the game can read and load as a game model. Leroy.

290
You can write out whatever you want, but Anim8or doesn't have a vertex color feature. So you'll have to put in a dummy line of, say, a neutral or blank vertex color based on the specifications of that file format, or write it so that it automatically takes the color information from the material that's applied to the faces attached to that vertex.

Thanks Raxx I'll do that in one of the X exporter scripts that I currently have. I've begun changing things around a bit in my own copied version and changing things around in the script is pretty simple. I figure if I fubar the copy I can always make a new copy from the original and start all over again if needed. I test the changes using 3D Exploration as it supports an error message feature for troubleshooting obvious format errors. Leroy.

291
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.

292
Raxx, I agree that a simple ACII format is really the best as it can get complicated trying to fix something that's not really broken. I'm slowly getting a feel for Anim8or and love the product as it is. Ironically, I've known about Anim8or for years but at the time I needed a software like Truespace due to it's file exporters. TS, is also pretty easy to learn and make stuff with. I like the 3DS export/import of Anim8or and have begun coverting some of my X and XSI models to 3Ds so I can import and export them in and out of Anim8or. I need to learn to rotate the models though as both X ans XSI use a different configuration then 3DS. TS COB and SCN orientation is also the same as 3DS. I may attempt to write an export script to get models in to Truespace.

293
Thanks Kreator. I guess the quick solution would be to just remember to copy the textures manually. Truespace, exports the actual texture along with the geometry when models are exported; it sort of has me spoiled. Leroy.

294
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.

295
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.

296
You can play with these tools in the Build menu: Fill, Lathe, Extrude. Easy enough to understand how they work. You can refer to the manual (here) as well for an explanation of its usage.

Thanks Raxx, I guess I'm so used to doing things in Truespace that Anim8or is going to take some time to get used to. In TS it uses a polyline tool for both splines and nurbs patches. The manual is very helpful in figuring out how to do stuff in Anim8or.

Steve, did very good with the programs development, and I hope he has time to make it even better. I love simple to use modeling software. I mostly make models as a hobby for a real old video game called Battlezone II Combat commander, but a lot of the BZII modders use Studio Max 3D. I tried using it once but it's way to complicated compared to Anim8or or even TS.

Update: I made a solid from the spline using the fill tool. Now I can make a 2D outline of a model like I do in TS and extrude it to make the body parts of my models. Very cool indeed. ;D

297
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.

298
General Anim8or Forum / Re: forum registration down?
« on: March 11, 2012, 03:35:02 pm »
I was able to register recently after emailing Steve on Ultimate Anim8or. He created an account for me. Thanks BTW. I'm starting to get a hang for using Anim8or. I've been using Truespace 3D but I want to learn Anim8or too. The ASL scripts are truly awesome and I hope to create an XSI exporter eventually.

299
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";
}
}
}
}
}

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