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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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Messages - dwsel

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31
Anim8or v0.98 Discussion Forum / Re: v0.97e Pre-Beta
« on: June 07, 2013, 10:02:31 am »
That specific error code from my findings stands for "STATUS_INVALID_IMAGE_FORMAT".

It sounds to me like a mismatch between *.dll platform (x64) and software (x32) or Anim8or is using features from newer version of the library compared to one you've found on your computer. Did you install both - x32 and x64 version of Visual C++ Runtime? Did the file you've copied came with 32 bit or 64 bit application or from other system folder?

32
Finished Works and Works in Progress / Re: Dwsel's still lifes
« on: June 06, 2013, 09:02:17 pm »
Wow, really good work, what version of Bryce do you use? this would make a great tutorial, I have a free version of Bryce.

This has been rendered with Bryce 7.1 (that been available for some time for free) and I'm using in this image features that came with Bryce 6 and Bryce 7, but the scene is an easy enough to be rendered in all renderers when there's nicely setup studio lighting, so it would be possible to render it in ART, older version of Bryce (i.e. 5.0 or 5.5) or any other renderer.

Please can you show us more of your work with Bryce and Anim8or. Can you import a model with textures from Anim8or into Bryce?
There's not too many of them - when I'm making terrains I focus on procedurally generated features rather than modelled by hand. As for importing the models - it's great for rendering the static images as the Bryce does not allow to import image sequences or objects sequences (allowing only simple transformations during animation) + the renderer is not very optimized so animations are taking quite long (I'd say it's not much faster than ART is).

I've got one example of importing model made in Anim8or with textures into Bryce - it's the grass in the foreground of this image:

As for the tutorials for Bryce - those are great resources:
- https://vimeo.com/user5555030/videos
-
/videos
There are some that are covering the way of importing objects with textures.

As for writing my tutorial on the process - I'm not feeling very confident of my abilities and that I have a good workflow to share with the other in the area of 3d modelling. I'm thinking about making a videotutorial in the future, but I feel that would need more preparations.

33
Finished Works and Works in Progress / Re: Dwsel's still lifes
« on: June 06, 2013, 08:34:08 pm »
Again; great work.   What will the portrait be?
Thanks, didn't notice your previous post on time due to cross-posting. As nobody guessed so far I think I can tell that this ring will portrait the Sierpinski triangle pattern http://en.wikipedia.org/wiki/Sierpinski_triangle - so actually it will be a fractal ring. I'm making the model in such manner that it could be manufactured in this exact shape. It would be a triangle with side of length of about 17mm with 3mm and 6mm cubic zirconia gems.

34
ASL Scripts / Re: PHUR v1.4
« on: June 06, 2013, 08:21:37 pm »
Do you mean using splines to represent the PHUR, or using splines to create the shape of the strand (lathing), or using splines to show how it should bend (extruding along its path)? The first isn't possible with ASL since ASL can't create splines, only read them.

I meant the third option - using splines as a guidelines, so read only would be sufficient. Something like described here: http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-4BCFC5E4-266F-43AA-A552-77CC241F9D1E.htm,topicNumber=d30e415332 Grow a strand at each spline according to its shape then interpolate the PHUR strands either in sequential splines (like in this document) - this would be great to create more complex haircuts, or another kind of interpolation: "interpolate everything that lies within the maximum distance" for more casual hairstyles.

The image shows 3 guide-splines. On the next subimage there is a first proposed interpolation method (according to the link posted) so that strands are interpolated between the 1st and 2nd and then between the 2nd and the 3rd guideline along the whole length. The third subimage shows the interpolation method interpolates between all splines having points that lie within the given distance. When the distance is greater then the spline segment is not considered 'neighbour' any more and there's no interpolation occurring between these segments.

What do you think about this idea?

35
ASL Scripts / Re: PHUR v1.4
« on: June 06, 2013, 08:54:20 am »
Feature request idea: splines as a guide? Is this possible to do?

36
Finished Works and Works in Progress / Re: Dwsel's still lifes
« on: June 05, 2013, 06:06:47 pm »
The next sparkling thing - modelled in Anim8or, rendered in Bryce (with boolean operations at rendertime)
The animation:


+ bonus - the next project I'm thinking about:
- a trillion cut gem that will be main hero (rendered in Anim8or + GIMP postpro)
- some ART wip/preview renders
- intermediate render before adding the shank

Can you guess what that thing will be portrait of? ;)

37
Finished Works and Works in Progress / Dwsel's still lifes
« on: June 05, 2013, 05:45:56 pm »
Hello folks,

I thought I'll post something to let you know that I'm still using Anim8or actively for modelling even when I sunk into Bryce renderer for a while. Same as with the Dwsel's visualizations thread I'll try to post things here to avoid flooding the forum with the single scattered renders.

This time I've been playing with making models of jewellery in my free time.
I started with making use of blue checkerboard gem - to turn it into earrings.

First goes the Bryce final render: 2013_05_checker_earring_render

And then the ART render (just a preview render in object mode - with custom scene and environment map + some postpro it might actually look good enough for the final presentation image): 4_art_render

38
Anim8or v0.98 Discussion Forum / Re: v0.97e Pre-Beta
« on: June 05, 2013, 05:29:54 pm »
Whoah... Just visited the forum yesterday to notice this excellent news :)

39
General Anim8or Forum / Re: Model Turned Black
« on: June 05, 2013, 05:26:47 pm »
I fixed the problem of my Diffuse disappearing by setting it to 0.001 instead of 0. It makes it save the value and it doesn't mess with the brightness of my texture.

Speaking of textures, it doesn't seem to let me load a new 'skin', even though it's 24-bit Bitmap. It was made in GIMP so I figured it was a coding problem, so I copied it into Paint and resaved it, but it's still not loading. Now what's the problem? The original base skin loads just fine and it too is 24-bit Bitmap. JPEG will work, but you know I don't like what JPEG does to solid color images.

Hello there,

it's a known bug for me - the GIMP saved *.bmp files do not load correctly in Anim8or even when saved in the right format and when you open and immediately save the bitmap in the MSPaint it's saves with exactly the same header (or byte order?) as loaded. Best workaround - open in MSPaint (or something that's compatible), save as *.png, close, open the *.png file, save as *.bmp - this way you'll have the format correctly changed and nothing will get lost during the conversion.

40
Finished Works and Works in Progress / Re: 3D analglyphs
« on: September 04, 2012, 03:20:27 pm »
Hey, would that be a problem to upload the video in left right side by side format to take advantage of 3D youtube options (switch l/r, cyan/red, etc...) so that person without glasses or with different ones could still watch it without downloading and editing? ;)

Such videos look like that:

Guide on converting your 2D side by side to 3D: http://support.google.com/youtube/bin/static.py?hl=en&topic=1683985&guide=1680728&page=guide.cs

41
Finished Works and Works in Progress / Re: Space thread
« on: September 04, 2012, 02:51:36 pm »
Looks great! I've lost my red-green glasses somewhere several years ago so I prefer crosseye versions. Now when somebody's uploading anaglyph version I've got to split channels and place images side by side ;)

42
Finished Works and Works in Progress / Re: speakers
« on: August 29, 2012, 02:25:19 pm »
Nice work as always! :) Classy and realistic.
Is this commercial work or personal render of your design?

43
General Anim8or Forum / Re: Obj2An8 - Convert .obj files to .an8
« on: August 20, 2012, 08:24:45 pm »
Thanks for this tool. Converter's description sounds great! I haven't tried it yet, but I'm gonna check its abilities thoroughtly when I'll be back on pc.

44
You're welcome, it looks that I didn't help much anyway because, you've already researched that topic more thoroughly than I did ;) but one more idea comes to my mind...

Sometimes I saw parameters hidden for example in the names or at the least significant bit in the non standard place. Did you see any mangled letters at the end of the material's name for example? Does Anim8or load correctly the mode only from files exported by itself or also from created by other apps? Is the loader/engine written fully by you or just a closed library?

I assume there's no other quirky place the loader might try to look for the parameter, and you don't have to set the mode explicitly in the engine and the mode is saved somewhere in *.3ds file by Anim8or. Then I'd suggest differential test that should show the location:
- create cube with the material with 'decal' mode
- export to *.3ds
- change mode to 'darken'
- export to *.3ds
- compare files bit by bit

Good luck with finding this flag.

45
I think that the parameter is not exported because there might be nothing like that in the specification of *.3ds file format, so it's possibly dependent only on the settings of your render engine. You might try *.obj file format because the *.mtl file supports more optional features. Here's the specification: http://paulbourke.net/dataformats/mtl/ .

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