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.

Topics - SubDrag

Pages: [1]
1
General Anim8or Forum / .an8 Format, jointangles, how are they stored?
« on: April 19, 2014, 02:09:46 am »
I'm trying to convert some animation data into .an8 format, for use by anim8or.  My original data is stored in euler angles, where you rotation each joint by X, then Y, then Z.

Unfortunately, setting anim8or rotations for a joint angle to that, doesn't get the correct rotation.  How are anim8or rotations stored for joint angles, and how do I convert it? 

For example, euler angles of 0 X, 90 Y, 90 Z do not yield correct rotations in anim8or.  Below yields the wrong ones. 

jointangle { "11-13" "X"
    track {
      floatkey { 0 0 0 0 "C" }
      floatkey { 15 0 0 0 "C" }
      floatkey { 54 0 0 0 "C" }
      floatkey { 67 0 0 0 "C" }
      floatkey { 89 0 0 0 "C" }
    }
  }
  jointangle { "11-13" "Y"
    track {
      floatkey { 0 90 0 0 "C" }
      floatkey { 15 90 0 0 "C" }
      floatkey { 54 90 0 0 "C" }
      floatkey { 67 90 0 0 "C" }
      floatkey { 89 90 0 0 "C" }
    }
  }
  jointangle { "11-13" "Z"
    track {
      floatkey { 0 90 0 0 "C" }
      floatkey { 15 90 0 0 "C" }
      floatkey { 54 90 0 0 "C" }
      floatkey { 67 90 0 0 "C" }
      floatkey { 89 90 0 0 "C" }
    }
  }

My bone structure, is composed of 0 sized joints, and bones connecting each 0 length joint, and all rotations are around just joints.

Using these axes in my source data:

2
Anim8or v0.98 Discussion Forum / Skinning crashing in scene mode
« on: April 15, 2014, 01:29:36 am »
I have been unable to get skinning to work in Scene mode.  In my normal model, if I turn on "Enable Skinning", by double clicking in Figure mode. Then go to Scene it crashes.  In the simpler test I attached, it oddly doesn't crash as soon as go to Scene mode with skinning on, but then if go back to figure it crashes.   Something seems broken with skin mode. 

3
Anim8or v0.98 Discussion Forum / ART Bug and Ambient Occlusion bug
« on: January 24, 2014, 12:27:57 am »
The ART does not render shaded objects color (reverts to grey).
Eg, Greyscale texture of marble + Blue Diffuse = Blue marble floor (Scanline = ok - Blue, ART = Wrong - Grey)

Also, Ambient Occlude is oddly showing white corners instead of black. For example, make a cube, delete the top face, and the corners will be white instead of black (maybe overrunning?)

4
General Anim8or Forum / Obj2An8 - Convert .obj files to .an8
« on: August 18, 2012, 04:29:20 pm »
Obj2An8

I wrote this to assist one of our modellers in the Goldfinger 64 (http://www.moddb.com/mods/goldfinger-64) mod project (please inquire if you are interested in helping, I still could use one or two more modellers).  Basically, we use obj files for import into GoldenEye, and while an8 supports exporting obj with groups, it cannot import obj with groups (it merges them all).  We then would lose of all our different objects which are required for import.  I also couldn't find a way to export to 3ds format but include long texture names (although an8 seems capable of it if I could to import groups).

In the end it also did allow me to add more features, such as rounding, disabling shading, for example, but its primary purpose was to put into an8.

I do not support import of an8, mainly because anim8or can export to obj fine.  It only supports models, no animation.  Also since it's primarily geared towards GoldenEye, it does set lock-diffuse and things like that, but it's flexible, and you'll want to turn off the special keywords mode.

If you end up wanting to use them, the following keywords are supported as part of material name:
Transparent - black is see through
TopFlag - z order on top
Decal - black is see through, and z order is on top (combines Transparent and TopFlag)
EnvMapping - environment mapping
TexScaleSX.XXXXX - texture scaled in S direction by X.XXXXX
TexScaleTX.XXXXX - texture scaled in T direction by X.XXXXX

Note that I also added token fbx support.  It's not 100% checked out, though it appeared to work a little bit.

Import:
obj
fbx*

Export:
an8
obj
fbx*

* = unfinished

Please report any bugs or feature requests, but I hope this is useful.  If you do use it please post here or email me.  You may use the source code in your code base, but please credit inside source code.  It's written in MFC C++.  There is a configuration that does not support FBX, in case you are on an old machine.  It's compiled as 32-bit, I've not tried 64-bit, would probably require 64-bit FBX dlls too.

http://goldeneyevault.com/viewfile.php?id=255

This requires the Visual C++ 2008 redistributable.
http://www.microsoft.com/downloads/details.aspx?familyid=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en

Pages: [1]