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Messages - JSmith_DumDumDumDumDum

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16
General Anim8or Forum / Re: anim8or compatability with TheSims4?
« on: October 25, 2014, 06:43:48 pm »
Thank you, Raxx. Much appreciated.

17
General Anim8or Forum / Re: anim8or compatability with TheSims4?
« on: October 25, 2014, 05:55:16 pm »
JSmith_:


is it possible for anim8or to save in .obj format? I'm aware that, in general, obj can be read (at least somewhat) by anim8or, but I haven't quite figured out the other way around.

I don't know anything about Sims and I'm not that sure I understand what you want to do, but yes, Anim8or can import and export .obj files.
It's fine that you don't understand; again, I've come to learn that most people reading this forum probably wouldn't anyways.

For our Sims 1 custom objects, We at the CTOSims.com community love to use anim8or  to render our 3d-simulating 2d images.
^^This, for loose starters

On the other hand, The Sims 4 is a much more complex platform that, like other 2010-decade graphical games, obviously use actual 3d files, not mere 2d-rendered images simulating 3d environment. I do believe (though I don't know) that Sims 4 does read .obj files, and if this is the case, I have a way to translate my current Sims 1 project into Sims 4; since I have a familiar heavily-used program, anim8or, that can understand and translate to/from obj.

Now, I have tried saving my project ending in ".obj" extension. However, when I open up that .obj file in programs like Blender, the object doesn't appear. This is what lead me to ask if it's possible to save anim8or objects into obj. Perhaps I wasn't doing it right, and so that's where I could benefit from help here.

18
General Anim8or Forum / Re: anim8or compatability with TheSims4?
« on: October 25, 2014, 05:07:02 pm »
I realize that this question is way too early for its time and that perhaps I'm way over my head to think that any decent number of people could answer this question; since most mesh-modding artists for The Sims 4 don't really know yet how Modding works in the new game platform.

Here's a slightly different question that I think will somehow be useful in my endeavor: is it possible for anim8or to save in .obj format? I'm aware that, in general, obj can be read (at least somewhat) by anim8or, but I haven't quite figured out the other way around.

19
General Anim8or Forum / anim8or compatability with TheSims4?
« on: October 19, 2014, 12:07:56 am »
Hello, folks,

I'm a The Sims player and am aspired to create custom 3d objects and mesh for The Sims 4, the latest version in the series. From my basic knowledge, the game and its platform were created by Python, and the files containing the games objects and meshes have an extension of ".package", which I know little to nothing about beyond the fact that it's a game-storage data for sound, 3d models, textures and some sort of "character" code expression (AI, I'm guessing?); perhaps anyone more knowledgeable (of TS4 things) could shed some light on how to use the content within it. Also, from my basic knowledgl the game's platform supports projects created in Milkshape and Blender for the game.

Does it support projects created in Anim8or as well? I know that anim8or has a feature that allows scene and animation sequence editing, which particularly lead me to wonder if it does; that, second to the fact that Anim8or can read some .obj objects. (Although, it can't save projects into .obj that can be read by programs like Blender). I don't know if .obj and .package data can be shared with each other and, if it can, how much of it can be. On the other hand, since Blender (and milkshape?) can read .obj, I'm guessing there's some sort of similarity.

That's where I need the help of people who know a little more about The Sims 4. haha

I'm aware I may not be asking a very easy question. Anyone who provides any answer to it, million grazi's to you.  :) :)

edit - a list of programs that can create mods for TS4 are listed here - http://simswiki.info/wiki.php?title=Category:Modding_Tools_for_Sims_4 (I didn't see anim8or on there, but anim8or is an independent lesser-known program, and I'm sure it has little or no say in whether or not it's compatible.)
^^If it helps in anyway

20
General Anim8or Forum / Re: creating/applying negative space?
« on: April 17, 2014, 06:19:21 am »
The chess pieces look great. Next time if you have a problem like the concave error thing,
you can always post your file and someone will probably find the answer.
Didn't know this thread was still receiving replies. haha Thanks, CrashDrive. I will keep that in mind.

Of course, now that my issue with negative space is done, there's now a new issue with material appearance. Time for a new thread!  :)

21
General Anim8or Forum / Re: creating/applying negative space?
« on: March 25, 2014, 02:17:02 am »
All Pieces completed


22
I was wondering if this is possible and, if so, where I could do this. I don't think I read it in the manual anywhere, though I could have skipped over something.  I've found that I've had to create the same material over and over again for similar yet different projects where I want the same material theme and design, and it gets to be repetitive and a bit of a time-hog when I know I could just get it done and over with so that I can start on other projects.

Thanks.

23
General Anim8or Forum / Re: creating/applying negative space?
« on: March 22, 2014, 05:17:14 am »
The bishops in CaptainDrew's exhibit. haha  ;D

But, actually, I simply took your Kniving suggestion, and it was sufficient in doing the job: I drew the cutmarks, highlighted all  the squares within in and then applied negative extrusion to those squares to create an inward dent. It was a bit funky, but interesting and creative-looking. I'm simply merely curious as to what this concave problem. was. It was just the bishop head. A lot of other things were able to boolean-combine.

24
General Anim8or Forum / Re: creating/applying negative space?
« on: March 22, 2014, 02:38:10 am »
I wish I only knew what was causing the "concave" problem on my end. It seems that the example that CapatainDrew posted has a slightly concave slant where he placed the slit.
I guess something's we'll just never know. (right away)  ;D

25
General Anim8or Forum / Re: creating/applying negative space?
« on: March 21, 2014, 04:17:06 pm »
Piece completed.

Thanks again, CrashDrive.


26
General Anim8or Forum / Re: creating/applying negative space?
« on: March 21, 2014, 06:52:06 am »
Very beautiful piece, CrashDrive. I like the details.
I'll try this knife tool, but I want to know. How did you get the boolean to work withou the error3 message? How would I be able to fix that on my end?
Thanks again.

27
General Anim8or Forum / Re: creating/applying negative space?
« on: March 21, 2014, 04:53:52 am »
Oh hey! You read it before the edit-out. haha

Actually, not quite yet, CrashDrive. I'm still not quite sure how I'm supposed to execute these scrips. I know I'm supposed to put the scripts in a preferred folder/directory, prompt that directory in file->configure and then run it in scripts-> run scripts. I selected the two pieces that I want to apply the boolean operation scripts to before running it, but after I ran it, I was returned with an error message, "Boolean Operations Script Failed! Error #3: A concave shape detected." Then, after closing the error message window, anim8or automatically exited.  >:(


28
General Anim8or Forum / Re: creating/applying negative space?
« on: March 21, 2014, 01:06:11 am »
edited out


I feel incredibly stupid. When CaptainDrewI mentioned scripts, I learned that he was referring to the forum, which for some featherbrained reason escaped me, where I found this: http://www.anim8or.com/smf/index.php/topic,2507.0.html; which was the answer to all my questions about negative space all along.

I guess this thread needed not exist in the first place. Then again, I guess I wouldn't have learned about "boolean subtraction" had I not asked. lol

Good day, folks.

29
General Anim8or Forum / Re: creating/applying negative space?
« on: March 20, 2014, 03:51:37 am »
Thanks greatly for taking the initiative to answer that question anyways, Ensoniq5. Though I wouldn't need that for this specific project, it will definitely be beneficial for future projects.  ;) ;)

And thank you CrashDrive and Captain Drew for your guy's assistance as well.  :)
The following's what you guy's have helped me create.


30
General Anim8or Forum / Re: creating/applying negative space?
« on: March 18, 2014, 06:58:19 pm »
Yes, Boolean subtraction, as I've come to learn, is the rightful terminology for what I am trying to apply to my object.

Haha it's funny that you brought up that shape you're supposing: that's actually the shape I was hoping to apply my "negative space" to. Bur no, that's not what I mean. I was hoping to create a plane that was bent to the shape of a circle. Instead of a circumference going all  the way around, I was looking for it to go only 1/3 of the way. But, actually, I've  decided to dropped that and use a different shape, which I will get to below.

I think it might be helpful to describe what I'm working on and why I need boolean subtraction, which from my current intelligence, Anim8or doesn't have a direct tool for and would have to be simulated through the material editor. (According to this tutorial - http://www.anim8or.com/tutorials/from_users/boolean_subtraction/booleans_2.html). I am created a rook piece for my graphic chess set. The piece itself is pretty much completed, except that I need 8 empty rectangular spaces to be applied even-spaced to the piece's cylindrical tower head, as to create the "top of tower" look that is typical of most crafted rook pieces in chess. I was hoping to achieve this perhaps with a hypothetical "negative" mesh in the shape of a 3d asterisk (8-limb star).

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