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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 - Steve

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ASL Scripts / Re: ASL Parametric Script Questions
« on: June 13, 2008, 07:01:11 am »
The original spline following script that I posted is a"run-once to build the original object" command scripts, not a parameteric one.  It could be installed as a command script or run explicitly.  It doesn't work as a parameteric scripts.

The output of parameteric scripts are supposed to be entirely defined by their numeric parameters.  That's why they can't access any other input (like look to see what other shapes are in the object, see what frame they are in, the time of day, etc.).  If they could be influenced that way then they could look different when put into a scene, etc.

I suppose it's possible to keep the original spline as something like a lot of parameters but that's not anything Anim8or can do.  You'd have to type in a whole lot of numeric values to change the shape of the spline.  That's not something that any human I know could do in any controlled manner :).

Another more likely possibility is to make a new kind of script - a "derivative object" script or some such name.  You'd build a shape of some sort (e.g. a spline) and then attach a script to it.  Whenever the shape was modified the script would be run.   The base shape wouldn't be visible (except in the Object editor where you could edit it) but the result of the script would.  I think that would do something more like what you want.  Anyway it's an interesting idea.

ASL Scripts / Re: Script to Generate Snail Shells
« on: June 13, 2008, 06:33:36 am »
Cool script, NickE!  Is it OK if I post this in the scripts download page?

Yes it's planned to be able to read the angle of a joint in scripts.  This will allow morph targets to depend on them in any relation that you want.

Anim8or v0.98 Discussion Forum / Re: v0.97b Preview Ready
« on: June 12, 2008, 05:38:18 am »
I think this is them:

- Add diffuse and specular textures to GlossyReflector class.
- #097-003 - Class glosyreflection Doesn't Support Diffuse, Bumpmap, and Specular Textures.
- #097-005 - ART Renderer Has Incorrect Environment Map Reflections.
- #097-006 - ART Renderer doesn't support the Alpha or Depth Channels.

Anim8or v0.98 Discussion Forum / Re: Offline manual files support
« on: June 12, 2008, 02:23:07 am »
Hmm.  I think the .chm file wasn't really working for me after all.  There was a.hlp file lurking in the dairctory I was running the anim8or.exe from and it was loading that.  Sorry for the confusion.

It's prety stable now.  Posing a few features at a time let;s me QA it more thoroughly.  I'd give it a try if I were you.  Some of the newer features are't quite finished or may have some problems but otherwise it should be as good as v0.95c.

I don't plan on doing a real v0.97 release.  That would be a lot of work finalizing the manual, etc.  Everything takes time.

Anim8or v0.98 Discussion Forum / Re: overlapping trans maps glitch
« on: June 12, 2008, 02:16:15 am »
Send me your .an8 file and I'll loonk into the problem.  If you can reproduce it wouthout the tank then it would be better to send that file.  I'll need the textures that you're using for the dust as well..

Anim8or v0.98 Discussion Forum / Re: light bug with v.97b
« on: June 12, 2008, 02:13:16 am »
I've fixed all these little problems.  Thanks for reporting them.

- #097-007 - ART can crash rendering meshes with no faces.
- #097-008 - ART Renderer ignores Light's shadow setting.
- #097-009 - Camera lense-shade is visible in it's own view in renders

Anim8or v0.98 Discussion Forum / Re: overlapping trans maps glitch
« on: June 11, 2008, 04:58:35 am »
Are your transparent shapes fully enclosed 3D objects or are they just single poly thick?  The ray traced transparent materials only work properly on fully enclosed 3D objects.  The ray tracer keeps track of whether it is inside or outside of the object - so it get's confused when there is no inside.

I'm assuming that you are using the new ray-traced materials dialectric or transparent.  If you use normal Anim8or materials for transparent objects that aren't full solids you should get the correct result.

I decided to start posting v0.97b and such as a quicker way to get things out.  When I waited until I had a bigger batch, there were always a lot of little bugs and things that needed changing that came in a big rush.  I couldn't handle them all quickly enough to get proper feedback so some things got overlooked.  The new way seems to be working better.

These intermediate releases should be fairly solid.  I would keep backups for any critical project that you used them for, of course (but that's no different that the official releases :))

wild_qwerty, I can only do so much.  I did look into adding this but it wasn't as simple as I thought it would be.  I don't want to add a bunch of buggy features.  Its better to have fewer things that work well than more that are somewhat flaky.  It's still on my list so I won't forget about it.

Some sort of scrolling capability, similar to what 3D Studio MAX has (or had in the last version of it the I used), is on "the list' of things I wan't to do.  But it is a very long list :)

ASL Scripts / Re: How to get full texture filename?
« on: June 10, 2008, 05:13:20 am »
That's correct.  The name field is the testure's name as used within Anim8or.  The GetFileName() function returns the file name.

Anim8or v0.98 Discussion Forum / Re: light bug with v.97b
« on: June 08, 2008, 12:55:46 am »
I see what you're doing.  If you use the views that are off of the View->Other->camera01, camera02, etc., all of the geometry is shown just like the Front, Perspective, etc. windows.  By defult the cameras and lights are shown.  This is not the same as the View->Camera view which automatically hides cameras and lights.  So your render has the camera in the picture which is why the funny square is visible - that's the camera's lense shade.  Turn off the camera and lights (click the camera button on the left-hand toolbar) and it should work.

However your file showed a couple of related probelms:

1) The ART renderer can crash when there is a mesh with no points in it.  Your model's mesh01 is like that.  I've fixed Anim8or but you need to delete mesh01if you want to render using ART.  Bug #097-007

2) Shadows are disabled when you turn them off in the View->Preferences dialog for the ART renderer.  But they seem to be ignoring the light's shadow setting now.  I'll fix that.  Bug #097-008

Anim8or v0.98 Discussion Forum / Re: Bug in .97c: object export
« on: June 07, 2008, 11:49:43 pm »
OK I understand.  But it seems to work OK for me.

You sent me two .obj files "HP_OltonExportV97b.obj" and "HP_OltonHall.obj" but both had headers that said "# file generated by UVMapper" at the top.  There isn't any Amnim8or output in any file.

What I did was import "HP_OltonHall.obj" and the exported it using v0.95c.  I get 54118 points and 51884 faces, and the same for v0.97b.  The v0.97b version has the mtllib and usemtl commands and the faces in a different order the put all faces with the same material together, but otherwise they are identical.  (You can do this too: I sorted both files using the sort.exe program that comes with windows and compared the results.  The geometry is exactly the same.

I then imported the v0.97b.obj file into UVMapperPro V3.2a and it worked.

Can you try this (importing and exporting using v097b without changing anything in the model) and see if that works for you?

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