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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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1456
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.

1457
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 :)

1458
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.

1459
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

1460
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?

1461
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?

1462
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?

1463
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!

1464
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 :)

1465
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?

1466
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.

1467
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!




1468
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 http://www.anim8or.com/download/preview/index.html

Steve

1469
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 :)

1470
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.

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