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Messages - benzjie

Pages: 1 ... 3 4 [5] 6 7
61
ASL Scripts / Re: Script Request: untriangulate faces
« on: February 05, 2009, 12:04:55 pm »
too many faces was the problem....after manually untriangulating some faces the script worked

62
ASL Scripts / Re: Script Request: untriangulate faces
« on: February 04, 2009, 11:06:29 am »
i am getting an error " error on line 155: index value out of bounds '$faceref[5]

any ideas?

63
ASL Scripts / Re: script request....unwrap mesh
« on: February 04, 2009, 07:15:09 am »
yep:)

64
ASL Scripts / script request....unwrap mesh
« on: February 03, 2009, 09:18:21 am »
The ideas is simple..and usefull i think..execution however...
Lets say you have a very detailed mesh but its very high poly...so rendertimes will be way up.
It would be handy if you can unwrap that mesh with all details preserved so you can use this mesh ( printscreen) as a bumpmap/normalmap over the simplified mesh. Just like you can use Z brush maps as bumps over a simplified version of that mesh.
Just an idea.

65
General Anim8or Forum / Re: Shape help
« on: January 25, 2009, 05:56:49 am »
i would just make a primitive N-gon, fil, select the outer edges, extrude them just a little and then delete the innerlines/points. Then convert to subdivided.

66
ASL Scripts / Re: Vehicle Rollover Animation
« on: January 09, 2009, 05:03:26 pm »
P.S.  I need to bring my aerial photos (like the one in the JPG I uploaded) into my Anim8or file and map it to the ground plane so it's proportional to the vehicle scale and motions.  Do you have any suggestions on how to do so or where to find an example?


well...dont use the groundplane....but a square mesh. U can UV scale your heart out then :)

67
General Anim8or Forum / Re: can't merge points
« on: November 27, 2008, 08:26:58 am »
you can model the "spline"way. Draw a cube, convert to mesh, delete all but 2 points so you're left with one edge. Select the "add edge "  button and do whatever you want to do.  Repeat this process for other "splines".

68
Finished Works and Works in Progress / Re: things on my desk
« on: November 25, 2008, 11:46:27 pm »
just export the model as 3ds. But there is one important step b4 exportng.   Go to "OPtions" , "Debug"...then uncheck "Split TExtured 3dspoints"    Now you can open the model in Kerkythea.

69
Finished Works and Works in Progress / Re: things on my desk
« on: November 25, 2008, 10:59:22 am »
clipper is done....left to o....tigerbalm, 2 leaky pens, book of cigarette paper

70
Finished Works and Works in Progress / Re: things on my desk
« on: November 21, 2008, 09:18:26 pm »
modelled in anim8or... rendered with KT.. I think the renderer in anim8or can do the same thig.. but i find KT easier to use....

71
Finished Works and Works in Progress / Re: things on my desk
« on: November 21, 2008, 03:13:52 pm »
this is the next thing..allmost done

72
Finished Works and Works in Progress / Re: things on my desk
« on: November 20, 2008, 10:45:18 pm »
2 tubes...1 unmodded...1 modded + textures

73
Finished Works and Works in Progress / Re: things on my desk
« on: November 20, 2008, 10:14:26 pm »
i can send you the an8 file if you want....

74
Finished Works and Works in Progress / Re: things on my desk
« on: November 20, 2008, 08:11:28 pm »
hmm...the entire brand is made up....in fact the entire texture is made from scratch.....i'll render 1.

75
Finished Works and Works in Progress / Re: things on my desk
« on: November 20, 2008, 07:35:26 pm »
wasn't made with the magnet tool btw

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