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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

Pages: 1 ... 100 101 [102] 103 104
1516
ASL Scripts / Re: difficulty creating mesh with script
« on: February 27, 2008, 06:37:34 am »
I can't see what's wrong.  Check your variable declarations perhaps?  Both your first one and this script works for me (it's a portion of your second example).  After you run it, do a Edit->SelectAll and view it in wirefreame mode in the point editor.  You may be able to see somthing  that helps.  Also save it as an .an8 file and look at that in any ordinary text editor.
Quote
/* script_2.an8 */

shape $mymesh;

int $i, $x, $y, $index[100];

$mymesh = mesh();
$mymesh.Open();

$index[0] = $mymesh.AddPoint((0, 0, 1));
$index[1] = $mymesh.AddPoint((1, 0, 1));
$index[2] = $mymesh.AddPoint((2, 0, 1));
$index[3] = $mymesh.AddPoint((3, 0, 1));
$index[4] = $mymesh.AddPoint((4, 0, 1));
$index[5] = $mymesh.AddPoint((5, 0, 1));
$index[6] = $mymesh.AddPoint((6, 0, 1));
$index[7] = $mymesh.AddPoint((7, 0, 1));
$index[8] = $mymesh.AddPoint((8, 0, 1));
$index[9] = $mymesh.AddPoint((9, 0, 1));
$index[10] = $mymesh.AddPoint((0, 1, 1));
$index[11] = $mymesh.AddPoint((1, 1, 1));

/* assigning meshpoints to faces (or is it faces to meshpoints?) */

$mymesh.OpenFace(0,0);
$mymesh.VertexN($index[0]);
$mymesh.VertexN($index[1]);
$mymesh.VertexN($index[11]);
$mymesh.VertexN($index[10]);
$mymesh.CloseFace();

$mymesh.RemoveUnusedData();
$mymesh.Close();

1517
General Anim8or Forum / Re: Saving and Retriving Your Work
« on: February 21, 2008, 11:06:43 pm »
Yes, you can import objects from different .an8 files into other .an8 projects.  Use the Object->Import ommand and select the ".an8" format.   You can also import figures, sequences and scenes in the same way.

1518
General Anim8or Forum / Re: Anim8or programming..
« on: February 13, 2008, 11:09:45 pm »
As the scripting language is extended you'll be able to write more plug-ins, etc. to enhance Anim8or.  If you want to help out in other was, things like writing good tutorials would be appreciated by everyone.

1519
Anim8or v0.98 Discussion Forum / Re: just something i'd like to say
« on: February 13, 2008, 05:23:59 pm »
That's more of an oversight on my part than by design.  I hadn't realized that this happened (or if I've been told, I forgot!).  I'll see if I can fix it.  Ideally subdivision objects and meshes should behave identically except that SD opbjects would be smoothed after the face.

1520
ASL Scripts / Re: Some one can help me?
« on: February 06, 2008, 11:59:29 pm »
Is the .gml script in your "Scripts" directory?  (See the File->Configure dialog to set this.)  If not then it won't load and won't show up in the export list.

1521
Pin!  Looks like a fun contest.  Too bad I'm no god a modeling or I'd enter!  (No, wait, I don't think judging my own work would be fair :))

1522
Anim8or v0.98 Discussion Forum / Re: Feature request
« on: February 04, 2008, 06:01:33 pm »
Great idea.  along those lines, I've experimented making all the values update real-time (even better that an Apply button) but there are numerous problems with that approach (besides the sheer volum of code I'd need to write).  The main one is that you might need to set two fields to have valid value.  The intermediate state could be wrong.  Things quickly got so complex I dropped that approach.

As for an Apply button, the big problem is that the Undo mechanism was added after Anim8or was designed.  It's quite fragile and handled in a multiple ways depending on how the original code was written.  Figuring out how to manage Apply, Reset and Undo would be hard.

However I can see if it will work in some places perhap.

1523
Anim8or v0.98 Discussion Forum / Re: Crash bug
« on: January 29, 2008, 10:42:55 pm »
OKI finally figured it out.  The other window needs to overlay the Anim8or window for it to crash.  If it's completely to the side the crash doesn't happen (at least on my system).

This is related to the bug where the toolbars get drawn sort in of a negative color.  It's due to a funamental mistake I make writing the 2D/3D graphics code and fairly difficult to fix properly.  But I think I can fix the crash fairly easily.

1524
Vobla, right-clicking is already used to add multiple objects.  But bringing up a dialog is a good idea, perhaps with the middle button?  Or with Ctrl-click?

1525
Anim8or v0.98 Discussion Forum / Re: Crash bug
« on: January 24, 2008, 10:21:00 pm »
I can't reproduce this.  What OS and graphics card do you have? (Use the About->SystemInfo command to get this.)

1526
What you need is a dialog that you can prompt users for input from a running script.  I have this partially implemented (and so not yet available).  It's quite a bit of work to do a full blown dialog so I want to limit it to simple things initaliiy.  I plan to add prompts for an integer, a float, a 3d point, and a string as well as a Yes/No answer to a question.  Comments?

1527
cumesoftware, that's exactly how Anim8or does soft shadows.

1528
Anim8or v0.98 Discussion Forum / Re: render?
« on: January 21, 2008, 11:45:08 pm »
Did you check the ".jpg" option in the save dialog?   Also click the "..." button next to the file name to see the directory where you are saving the file.

1529
Anim8or v0.98 Discussion Forum / Re: Project Info + Texture Filtering
« on: January 21, 2008, 11:43:10 pm »
Thanks for the suggestions.  I used to have a global no-filtering option (uncheck mip-maps) but it was for speed not image quality.  Now all graphics cards support filtering so it isn't needed.

I see how a nearest sample filter option on a per-texture basis could be useful.

1530
"the whole pixel wide halo" - so then you agree with me, there would be artifacts even in these limited environmants..

No game has the freedom for object design that Anim8or has.  All games carefully control what you can do so that their rendering tricks are fast and don't show artifacts too badly.  For example, no game has unlimited levels of transparency, or arbitrary 100 million polygon characters.  It's simply not practical on todays hardware.

Please stop posting replies about "my favorite game does this".  Image base techniques are a crude hack.  I'm not going to add them because I don't want to get a continuous stream of bug reports about their shortcommings.

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