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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 - Trevor

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General Anim8or Forum / Re: new to Anim8or - question about beak
« on: April 24, 2017, 04:14:53 pm »
Can you post a screenshot please.


General Anim8or Forum / Re: Pixie3D
« on: April 18, 2017, 10:36:46 am »
You have quite a wasteful modeling technique if you are gearing pixie toward Games.
Just because PC's and consoles have more memory and CPU power, doesn't mean modelers (or their tools) should be lazy.:P

The car did utilise most of the grid, but the house, I could have 1/2 the number of triangles used there just by getting rid of the grid.

As for the fact you are advertising competition software (and not using it as a feature request demo) I do not see any advantage over an8 here. You say it exports to unity, but An8 also exports to "Wavefront OBJ" which is all your doing, then using separate software to import obj and export unity file.

This of course is all my opinion, at least its another piece of free software :)


General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: April 16, 2017, 06:31:33 pm »

Checked out the CAD, better than debug A since can select lines/points.

Fast AA works great in non-AmbientOccluder renders, not so good in Occlusion tests (very granular)

Its kinda similar to how the N64 does AA in that it doesn't sample every sub-pixel (N64 only checks 8/16 in a staggered/dithered pattern)


Edit: ah, Steve fixed it

General Anim8or Forum / Re: Why do we love anim8or?
« on: April 15, 2017, 05:49:26 pm »
I love an8 because it was one of the first modelers I used.
I was at school when I wanted to model and tried finding free software. Choice wasn't huge, not to mention I was using win9x and some like blender have discontinued support.

As mentioned by everyone else, the learning curve was not big, and I soon started making basic images.

Now of course, it fits very well with N64 modeling and my techniques have vastly improved.

There are some technical features Id like (HDR + Tone Mapping, More CAD, Diffuse inter-reflection, vertex colour bake), and as others have mentioned, a multi-threaded renderer would be excellent.


General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 29, 2017, 05:26:24 pm »
Agreed about Key Combos, there are a set of standard windows combos that just help to be consistent.


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 29, 2017, 05:16:08 pm »
An8 seems best suited to cm units as far as camera work goes, but I know other games use m as units and some mm as units.

In the end it makes no difference so long as you know the target unit.

Annotations in CAD more would be awesome


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 25, 2017, 04:11:46 pm »
These are all nice features but I'm not sure they are CAD functions, at least not as described in An8.
The CAD functions tend to revolve around snaps and measures.
Modeling functions would encompass selection of faces and Booleans (Booleans also have a script, but I agree that it would be awesome if it were built in.)

That all said, CAD literally does mean "Computer Aided Design" so anything that Aids is a CAD function.
But, there are many Aids that are enabled without entering "CAD Mode" in An8 (Icon = Ruler standing on end)


General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 23, 2017, 07:45:20 pm »
It asked me too, never did with previous builds.

Windows Defender uploaded the file to MS but clicking Run Anyway works and it doesn't bother again.

Hopefully this will be fixed on MS end.


General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 22, 2017, 09:04:26 pm »
I nearly missed this because it wasn't in the development category.

Any new things from 1269?


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 22, 2017, 06:29:35 pm »
You still don't have Angle to last point, that would be nice.

Would be nice if at least selected edges had lengths and angles between connected selected edges.

I know there was talk of there being too much clutter, but selected edges should be ok.


I also just realised that in my example you would want twice the threads as cores since on a 1:1 relationship, any slow grid will still be processing on its own after all the rest have finished.

If you have more threads available, then any core that finishes first will get to start the next thread thereby reducing the number of idle cores.

The latency in thread switching I was talking about is less significant than idle cores.

Again though, none of this affects single cored Celeron processors, except that perceptually the image will build faster since it will be filled rather than black with a thin red line moving up.


Aww that's a bummer...

Id have thought the renderer would have been multi-threaded. it would still work on a single core 98 box since the OS takes care of threads and which core to run them on.

My idea of multi-threading the renderer would be to divide the render-view into a grid and each grid-square render on a separate thread.
For each grid as soon as 1 pixel gets a colour, fill the square with that colour, repeat for each corner of the square then divide up the square into 4 rendered pixels etc., etc. until the frame is fully rendered (or stopped).
You could set a menu option for the number of grids. (thereby limiting the number of threads to a user amount for large images)
It would be up to the user to choose either (in my case) 16 threads, each logical processor would run at 100%, or use more for a finer grid but incur OS latency in thread switching.


Got a suggestion or is it a bug? - Reading on Multi-threading this should already be happening.

Multi-core processing.

When using An8 on my new CPU I notice that only 1 core is ever used.

Ive checked the Multithreaded menu option but no difference


Is this surface subdivision temporay or permament?
As you know, I make low-poly models and by low poly, I truely mean low-poly and not 1,000's of faces. It would be nice to render as it will look ingame and still export the normal mesh

Its probably areas like this where low-poly and high-poly moddeling clash, one needs a hack, the other is technically correct.


Any chance of adding weighted normals to an8?

I never new this before but found a page describing how to vertex normalise cylinders, but on the page showed a beveled cube.
I have attached the image with a comparison of the same model as rendered in an8.


Results of weighted normals:

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