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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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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?

Anim8or v0.98 Discussion Forum / Re: Bug in .97c: object export
« on: June 06, 2008, 05:59:51 am »
I got your e-mail.  I don't understand what all the files are.  How did you make the .uvs files?  They have a comment that says they were make in UVMapper at the top.  Similarly the .obj files both say they were made by UVmapper.  Anim8or writes a different comment at the top of the file when it exports to .obj format by both the built in and plug-in exporters.

Can you explain the sequence of steps that you did?

Anim8or v0.98 Discussion Forum / Re: light bug with v.97b
« on: June 06, 2008, 05:34:50 am »
bucketman717, can you send me your .an8 file taht show the problem?  And what editoe and view are you using for these images?

ASL Scripts / Re: Script Request: Chain Link Maker
« on: June 06, 2008, 05:23:44 am »
DoctorStopMo, check out the split functions added in v0.97b  and the script example on the scripts page.  You should be able to make some great chains with these!

ASL Scripts / Re: New ASL Functions in v0.97b update
« on: June 06, 2008, 05:22:17 am »
The console write works for export scripts and command scripts (including those with a .txt suffix that you run by selecting the file).  No IO works for parameteric scripts - but I could make an exception for the console.  File IO would slow parameteric scripts down a lot because they are run over and over as you drag the mouse.

hihosilver - I'm glad you like the spline funstions.  DoctorStopMo ought to as well judging from his post.  That's what inspired me to add the spline stuff :)

Anim8or v0.98 Discussion Forum / Re: Offline manual files support
« on: June 05, 2008, 07:32:48 pm »
That .chm file works OK for me.  What OS do you have?  What version of Anim8or?  What happens when you say that it "doesn't work"?  What directory do you have it in?

Anim8or v0.98 Discussion Forum / Re: Bug in .97c: object export
« on: June 05, 2008, 07:29:07 pm »
I assume that you mean v0.97b doesn't work.  Does the previous version (v0.97a dated March 18, 2008) work?

Can you send me the input .obj file and the outputs from v0.95 and v0.95b?  I'll take a look at it.

ASL Scripts / New ASL Functions in v0.97b update
« on: June 05, 2008, 07:07:09 am »
There are some new functions in the v0.97b update that might be useful:

1. shape.GetNumEdges(), etc.

2. write to the console: open("$console", "w");

3. mesh.DeletePoint(), etc.

4. functions to access to attributes,

5. Spline access functions.  You can make cool looking chains and ropes that follow the shape of a spline!

Anim8or v0.98 Discussion Forum / v0.97b Preview Ready
« on: June 05, 2008, 07:01:29 am »
I've posted an update to the latest preview called v0.97b.  It's dated June 1, 2008 and adds:

1. a few more texture modes to the ART renderer,

2. some new ASL script functions,

3. multi-threaded rendering (no, it doesn't use more threads to render faster, it uses one to render and one for the GUI to make Anim8or more responsive when rendering and to keep Vista from thinking that Anim8or is locked up.  Multiple threads for faster rendeing will come later.)  Please test the multi-threaded mode (use the Render->Multithreaded command to enable it) and let me know about any problems.

4. Some v0.97 bugs have been fixed.

Read the update on the v0.97 Preview page for details


General Anim8or Forum / Re: Thanks to Steve. :)
« on: June 04, 2008, 05:29:02 am »
Congratulations!  Nice job.  I never won anything for any of my movies so you're ahead of me :)

General Anim8or Forum / Re: Dotan8
« on: June 03, 2008, 06:13:35 am »
"Only" once a month!  craksy, have you ever tried to publish something like this on a schedule?  It's a lot of work!

Thanks, Dotan8.  Another great issue.

General Anim8or Forum / Re: Sticky- FAQ's/Rules?
« on: May 28, 2008, 04:37:18 pm »
And of course there is always to search tool.....

General Anim8or Forum / Re: An8 format
« on: May 28, 2008, 04:35:53 pm »
The numbers in red are derivatives of the spline in the forward and backwards directions at that knot.

Anim8or v0.98 Discussion Forum / Re: Offline manual files support
« on: May 21, 2008, 04:10:43 am »
Please take a look at the lower part of the download page:

There you will see a link to a copy of the v0.85 Anim8or help file in .chm format.

While it doesn't say this there, if you put that file in the same directory as your anim8or.exe file you will be able to read it with the About->Help command.

Anim8or v0.98 Discussion Forum / Re: Multithreading
« on: May 21, 2008, 04:03:59 am »
I am adding multithreading but not for rendering multiple frames simultaneously or to speed up a single frame.  That would be a large amount of work.  The reason I'm doing it is to make Anim8or more Vista friendly.  Vista kills programs that don't respond to messgaes in 10 seconds or so which doesn't let you render anything interesting.  I'll use one thread to process messages and one to render.

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