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Messages - Steve

Pages: 1 ... 93 94 [95] 96 97 ... 138
1411
cooldude234: Absolutely. Here's a sample using a single RGBA texture .png file that was created by an Anim8or render. The texture has a b&w image with transparency, and the material color is magenta. The three materials have their diffuse texture's Alpha Modes set to: None, Layer and Final:



1412
Check out build 1121 that fixed a lot of bugs in materials with multiple textures!

1413
raxx: Build 1121 fixes inverted .png files.

CrashDrive:
Quote
Also using two images (diffuse and transparency) on an object disappears in the viewport.
I've fixed a bug where materials with multiple textures were badly broken in build 1112. Check and see if built 1121 fixes your problem.

johnar: You can now output .png files when rendering a movie (but there is still an issue where you can check both RGB and RGBA simultaneously :-( )

1414
Forgot to post a note - this was fixed (where possible) in build 1118 :-)

1415
I've fixed the inverted png textures. All png images are read in inverted, including reference images and backgrounds, so all I needed to do was flip 'em after they are read :-)

1416
ronaldefarmer: Transparency for lights is a great idea but it's not that easy. I've wanted to support that for a long time. Adding it to the ART ray-tracer is the most straightforward, and then probably the scanline renderer but only for ray-traced shadows. OpenGL is considerably more difficult.

raxx: I think I know what's happening with the inverted output. Windows and OpenGL disagree on whether the top or bottom row of pixels is #0 so I do a bit of flipping of images. I think I'm flipping the .png output when I shouldn't be. I have some investigation to do to make sure that I'm not just moving the problem around but I'm sure I'll get it fixed :-)

CrashDrive: I think I broke the transparency texture in the OpenGL views. It does seem to make the material vanish. I'm looking into it.
#098-038 - OpenGL transparency textures don't show

ronaldefarmer: Your example works in the viewer for me, alpha and all, but I can't tell if the alpha falls off smoothly at the edges or abruptly. (And thanks for the compliment :-)


1417
Kyle: Are there any groups in your example? I'm still not able to reproduce it with just two objects.

johnar: Yes, you should be able to output a movie as a sequence of .png files. I'll fix this.
#098-039 - Scene editor: can't output a movie to .png format files.

1418
The functions shape.orientation() and shape.loc() return the relative values of the shape to it's parent. I'll add functions for the global orientation and location.

In the mean time you can use shape.GetGlobalTransform() and project the point (0,0,0) to find the global location. Global orientation is also possible but it takes a bit more math on the script's part.

1419
Check-out the PNG support in build 1118! I downloaded the latest source and, unlike my previous attempt, it all built and integrated smoothly. I know a lot of people will be happy to see this.

---- Note: I split the discussions on PNG from the main topic. Hope I didn't mess anything up too badly!

1420
Yes, you should use a material transparency of 1 because that uses 100% of the transparency from the texture. With this setting the scanline and ray-trace renders work correctly with your texture. However the OpenGL code doesn't show the smoke at all.  I'll fix that.

#098-038 - OpenGL transparency textures don't show.


1421
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: October 19, 2014, 07:14:28 pm »
MvGulik: Good idea. I'll for it for the next drop.

1422
ClassicTyler: Can you send me a simplified project? For example, delete everything but the smoke and the top part of the chimney. I also need the smoke texture file (or something similar that shows the same problem.)

1423
NickE:

1) Builds 1086 to 1115: Loss of Precision in Orientation in Object Editor:
This is the same thing that happens in the Scene editor and it has since at least 2005. That's the limit of the conversion code to/from quaternions. I'll see if I can improve it but I'm not too hopeful at the moment.

2) Builds 1112 to 1115: Figure editor will not allow moving, rotating, or scaling of objects attached/added to bones.
Will be fixed in next drop: #098-034 - Can't move or rotate of objects attached to bones.

3) Builds 1112 to 1115: Any mouse dragging for movement, rotation, scaling, etc on a group in Object Editor will crash Anim8or.
Likewise this will be fixed: #098-035 - Object Editor: Manipulating Groups crashes (movement, rotation, scaling, etc.)

These and the other similar bugs were all introduced by the massive edit I did cleaning up the code to prepare for future work, including Layers.

Thanks for the bug reports, everyone!

1424
I can improve this, which fixes cases similar to the one shown, but it's not always possible to assign consistent coordinates to faces near the poles.

#098-033 - Sperical and Cylindrical UV projection shows anomalies.

1425
Fixed for next drop (1117 or later): #098-032 - Orientation and Boolean keys aren't copied/pasted with Ctrl-C and Ctrl-V.

These have never worked. They were both broken in the initial code check-in in July 29, 2001! (Aren't source control systems great :) )

Pages: 1 ... 93 94 [95] 96 97 ... 138