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Messages - Gyperboloid

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General Anim8or Forum / Re: Added Camera Settings?
« on: October 06, 2017, 10:47:40 pm »
Are you talking about camera settings, FOV specifically? That "active" setting, you mean the box, checking it? The value is for the FOV ( Field of View ). It has the value of 60 by default.

General Anim8or Forum / Re: Rendering faster without preview
« on: October 06, 2017, 10:25:39 pm »
But remember to render a single image to check if everything shows right or you may be bad surprised after, say, some hours of continuous "nopreview" rendering. Say you were waiting 32 hours and all you get in the end are 325 frames of "Malevich's well known painting" .   :D

Finished Works and Works in Progress / Re: Residential street view
« on: October 05, 2017, 04:18:57 am »
Wellcome on the forum !  :)
Nice street ! Is that an image of a real view or imaginary? Maybe you could slightly twick the houses so they wont look exactly the same. Or maybe that was the goal? The grass a little bit on the right bottom corner and maybe in general, mess with it. Nice cars in the depth.
Try to go slow, but with more detail and accuracy. Will be interesting to see how it will turn out

ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 01, 2017, 09:49:28 pm »
How do I "bind" an url to words so the url wont be visible and the words themselves become blue-ish and clickable
You do this by including the URL in the initial [ url ] tag, and placing the visible text in between [ url ] and [ /url ] tags like this:

[ url="" ] CMOD export script by Selden [ /url ]
but without the spaces in the tags.

CMOD export script by Selden
Thank you !
Incredible! Nice job, Gyperboloid!
Incredible and nice job of all those who made and keep making all those great tools !!! With you being at the head  of course.  ;)
Just a note : all links checked, everything works. Still, there's a wonderful list of scripts and tools organazied by Raxx - the ASL Scripts Database, first sticky thread in ASL forum. It is nice and clean, though doesn't contain all the scripts ever posted on the forum, due to some limits or something.
As I said, I post this because I find all the work and contributions of the Anim8or users amazing and feel that nothing shall be missed. Though there may be some ( 0.0001 %  :D ) mistakes ( I messed up or forgot something  ??? ) in that list ( dead links not included  :( ) , still I dare to say it contains ALL the scripts ( final, official realese ) ever posted on forum.         

ASL Scripts / Complete history of scripts posted in ASL forum .
« on: October 01, 2017, 12:34:53 am »
                                                          Huaha :-X
                                                    Eyes bleeding
So. I returned to Anim8or after a long time not been around. Lot of changes and as I mentioned a couple of times, I lost the ball here. So I decided that if I want to catch up the whole thing I shall start all over again. From zero, totaly , as I did never before. :P I searched all new videos, tutorials that were created from the point I kind of moved away a little bit . Lot of new stuff, but not that much. Can't say the same about the development of Anim8or . Huge steps forward. So I thought the only way ( as goes with my way of thinking, behavior in general ) is to go through the whole Anim8or forum !!! Started a little bit on some threads in all forums, but then decided to "clean up " the whole ASL forum for my self ( as known, scripts are the power !!! ) . So I came up with a list of scripts that were posted from The Big Bang the day of birth of the Official Anim8or Forum (the new one) . First goes the name of the topic in which originaly were posted the scripts and finaly the scripts of interest and the nickname of the author of the script. There are a few programs and some tools beside them also, just few. There are also some interesting semi-finished or just some wip scripts,controllers and stuff that never reached ( at least officially ) their release point, and other stuff that certainly may present some interest to those who are interested in scripting, programming e.t.c, but I didn't include them. Here you'll find only the officially released, finished tools , that were ever posted on forum. Starting from the oldest post. 
Jeez, I'm so stupid !( that explains a lot then) How do I "bind" an url to words so the url wont be visible and the words themeselves become blue-ish and clickable ( is that a word  ??? )<--fixed
new - advanced_plane_plugin - available - "Advanced Plane" script by <<vobla>>
new - line_points script - might be available, if you'll help me here - "Snap to point" script by <<Claude>>
Car script for fun - "car" script  by  <<animtime>>
script: 5 vehicles - "fighter","hearse","rallycar1","stealth", "warrior" scripts by <<animtime>>
Cage Parametric shape - "cage" script by <<Kubajzz>>
The Utah teapot - "The Utah teapot" script by <<Kubajzz>>
Object Script that Generates Scene Controller Scripts - "path to controller" script by <<NickE>>
Script : Copy "Source" mesh to " target " mesh - " mesh2mesh_6_wnfitt_final" script by <<NickE>>
Script Request : Chain Link Maker - " chain_maker_vls_1", "chain_maker_pm_vls ", " spline_tube_1 " scripts by <<NickE>>
Diamond parametric shape released - "diamond" script by <<Kubajzz>>
Script to Generate Snail Shells - "snailshell" script by <<NickE>>
Find Distance Between Two Points Script - "Two_Point_Distance"  script by <<CobraSpectrum>> edited by <<Kubajzz>>
EXPERIMENTAL Mirroring Script - "mirroring script"  by  <<CobraSpectrum>>
Old Magnet Tool - " automagnet" script by <<Francesco>>
Sage ASL collection - "metalics" script by <<sagedavis>>
Magnet Tools Package - "Magnet Tools 08-11-20"  scripts by <<Francesco>>
Please help with the cylinder script! - "dome_5_8","dome_6_8","new-dome_5_8"  scripts by <<NickD>>
Customizable 3D ship hull script (demo included) - "springsharp" script by <<NickD>>
PointSplit script testing - "PointSplitBeta1" script by <<Claude>>
HELP in Script (tree script) - "05_tree" script by <<Claude>>, edited version of <<neirao's>> "tree script"
"Ring" parametric shape plugin - "ring" script by <<NickD>>
script request-copy along a spline - "mesh2path_2" script by <<NickE>>
Centre hotpoint to centre of mesh script request - "center meshes on axis" script by <<NickE>>
Boolean operations plugin - "BooleanOperations" scripts by <<Kubajzz>>
Copy Faces plugin - "Copy Faces" script by <<Kubajzz>>
Universal mirroring plugin - "UniversalMirror" script by <<Kubajzz>>
VRML exporter plug-in - "export_vrml_plugin" script by <<Paulo>>
Script Request: untriangulate faces - "untriangulate_mesh_3" script by <<NickE>>
Materials Tutorials - finished - "tutorials" (not scripts) by <<Jdez>>
Request for a script - position of camera relevant visibility controller script by <<BOB_I_Ts>>
F8ce primitive - "f8cev7" script by << BOB_I_Ts>>
Controller Scripts: Motion simulation based on Physics' Kinematic Equations - "BouncyBall" an8 file with controller script inside it by <<hf003>>  and "script_rotation_XYZ" an8 file with orientation controller script inside it by <<neirao>>
Ani2svg - "ani2svg" programm by <<dwsel>>
collapse points command - "collapse points " script by <<BOB_I_Ts>>
Simple fluid simulation - "ripple_delay" script ,"xzrippletest_2" an8 file by <<NickE>>
setting materials in ASL - "roofs" script by <<freesailor>>
Converting a mesh to script - is this possible? - "Script Export" script by <<NickD>>
PointBevel script testing - "PointBevelBeta1.0" script by <<Claude>>
ALIGN POINTS SCRIPT - Help need - script by <<neirao>> edited by <<NickE>>
Ani2lux 0.1 alpha - "ani2lux 0.1.1a" programm by <<dwsel>>
Anim8ing a Tank Tread - "" source with scripts needed on it by <<NickE>>
Kubajzz's toolbox - scripts in the first post by <<Kubajzz>>
F8ce version .8 parametric plugin - "f8cev8" script by <<BOB_I_Ts>>
I'm working on an XSI export script modifying Raxx's BZII X exporter script - scripts by <<lppena>> and <<Raxx>>
RIBRobin Toolkit - "RIBRobin Toolkit v.0.2a" by <<Raxx>>
MorphIt v1.0 - "Morphit v0.1d" programm by <<Raxx>>
.STL Export Script - "STL Export" script by <<Raxx>>
Advanced Modeling Tool-Set ( now 31+ last Update: 26.12.2013 ) - "PolytError" scripts by <<polyGon_tError>>
Mesh2A8s Export Script - "Mesh2A8s" script by <<Raxx>>, " 09cr8plugin" by <<Llyr Carter>>
Scripts Request: Edge to point or Faces to point! - "Sel_EdgesorFaces_to_Sel_Points_v01" script by <<NickE>>
LIA - Links In Anim8or - "LIA v1.1" programm by <<Raxx>>
XSI Export Script - LIA - "XSI_export_LIA" script by <<Raxx>>
AOBake - "AOBake" script by <<Raxx>>
Involute Gear Script - "Involute_Gears" script by <<NickE>>
Allthread Script - "Allthread" script by <<NickE>>
Advanced Spherize - "Spherize" script by <<Raxx>>
Select Larger/Smaller - "Select Larger Smaller" scripts by <<Raxx>>
ASL Editor [version 3.5 is out!] - "ASL Editor" programm by <<Kubajzz>>
Reload Textures plugin - "ReloadTextures" script by <<Kubajzz>>
MDL to an8 converter - "mdl2an8" script by <<Deepthought>>
BVH File Import into Anim8or - "BVH2Anim8or_20150703" programm by <<NickE>>
IconCreator for ASL - "IconCreator_v12" programm by <<Kubajzz>>
Mesh to Mesh Morphing Hack - "ShrinkWrap_Target","To_Sphere" scripts by <<NickE>> and two files in the last post by <<B_twist>>
Icon Maker - Excel version - "Icon_maker" programm by <<B_twist>>
SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR) - "CelShadurr v0.3" script by <<Raxx>>
Animated Textures Using Controller Scripts - "Animated Textures with Controller Scripts - Resource" files by <<Raxx>>
Find tri's, quads etc in model - "mark_quads_1" script by <<NickE>>
Marching Cubes - Mesh of the Surface from a Collection of Points - "MarchingCubes_v0.4" script by <<NickE>>
Spiral shapes: cave, cone - "S_Tunnel","Spiral_0 V2","Spiral_Ec" scripts by <<B_twist>>
Metric Screws and Nuts Script - "Metric_Screws" script by <<NickE>>
PHUR v1.4 - "PHUR v1.4" script by <<Raxx>>
f8ce v0.9 plugin - "f8ce9tester" script by <<BOB_I_Ts>>
Boolean operation problem! - "0000_booleanoperations_7c_nf_opt" script by <<NickE>>
UVTools Preview - "UVTools v1.1" scripts by <<Raxx>>

                                                         There's no hope! I'm gonna nail it !!!  8)

General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 27, 2017, 04:18:27 pm »
Nice work! It's always interesting to "take a look behind the scenes" , so the set up and such would be interesting to look at. For that reason I think that should be posted in WIP forum at first place  ???

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: September 23, 2017, 04:16:15 pm »
should this not now be in V1 forum?

v0.98 has come to an end.


Yeap, this thread should not be continued here. Though I think it should be in Ongoing Development forum, since the v.1.0 is more about bug reports and not general suggestions on Anim8or Development as this thread more looks like to be. And since we bring this on generally, more a suggestion to Steve, maybe this forum ( v.0.98 ) should be transfered in the Ongoing Development Forum as a thread, there belong othere older releases ? Maybe even Raxx can do it ?!

Hm, yes I thought about it. Then I should say that "t" shortcut should be removed from Point Editor instead, like the " l " shortcut too.

Nice Steve !!! In the last release everything works just great !!! Coordinate systems now behave as they supposed to !
 What a long way that was! :D Since you mentioned it, couple of things I report again, if allowed. :)

Ahhhh, so there is a command Edit->Rotate->RotateCustom in Point Edit mode -- but it never has done anything! What were they thinking when they wrote this thing?

Looks like something that should I should work on next :)

It works, the rotation. But maybe you could disable the other commands in Edit menu in Point Editor which are not available ( Scale, Locate ), like the Pivot ?

2) In the same menu ( Edit  -- > Select ) in Point Editor , I don't remember from which version, the " Select Face Edges " command was removed, though it's still usable in Point Editor through its hotkey "t". Can you restore it ?

3) You added the " Split Solids " command in Build menu in Object Editor but in Point Editor the " l " shortcut for the split solids command still works, when nothing selected joined meshes split. Since you added the command in Object Editor in Build menu, maybe it's a good idea to remove, if possible, that possibility ( split solids ) from Point Editor. Since originaly the " l " hotkey stands for the " loop cut " command, if nothing is selected when hitting " loop cut " ( "l" hotkey ) nothing should happen, so no solids would split by mistake.

Later I'll add some other things  ;D

yes, indeed, cre8or looks coOL...I downloaded it. Seems to be operating.

now I need to learn how to use it. ::)

If anyone has any reference material, do let me know.

or if there is an alternative I should consider.

Woop, cre8or working on your computer ???
What's your system spec? Cre8or version?

I dealed with that in v.1.0 a  even, I think.  Custom rotation about 180 , 90 and other angles.

Steve, cool !!! For me, Anim8or was followed by those coordinate issues and now when they're almost fixed that Version 1 tag is fair enough.  8)

#100-013 - Object/Move command uses World coordinates when Object coordinates are selected.
Can you make object coordinate system transforms work for points as well as objects?
Also, pivot rotation in screen coordinates doesn't work in perspective mode, even though pivot moving does. Do you test in perspective?
nemyax: I think Point Move works properly for all coordinate systems, including Object. But Point Rotate looks like it's using World coordinates when it should be using Object.

Pivot rotations has multiple issues, not just in perspective views...

I checked it and yes, point manipulations seem to work properly according to object pivot in all coordinate systems.

As for the pivot rotation I checked it too. It has the same exact issues in all views including the user defined ( global thing ).
Exactly in Object/Axis mode : For the move command the pivot in World and Object coordinates behaves the same, has the old behavior ( in object coords pivot moves as in the world coords, with y and z axes in world coords being reversed, screen coords are fine ). As for the rotation command the opposite happens, in object coords the pivot's rotation works properly, relies on object pivot ( see itself ), while in world coords it relies again on object pivot and not on world axis. In screen coords the rotation is totally strange, something in-between values of axes, but stiil seems to relie on object pivot orientation  ???

Point Move works properly for all coordinate systems, including Object. But Point Rotate looks like it's using World coordinates when it should be using Object.
Yes, that's true. And non-uniform scale behaves like rotate.
By the way, why do you disallow scaling to zero and negative scaling? They come in very handy sometimes.

Checked that too, but seems to have normal behavior also  ::) Though, in Object/Edit the result is visible only when you finish your mouse dragging and not during the mouse movement, as happens ( and which is the correct way ) with scaling ( both uniform and non- ) of points in Point Edit mode.

Sorry for that message blending :P , just don't want to create kind of a chat here, so I just update this reply of mine :
Sorry, I meant non-uniform scale uses the wrong coordinate system (like rotate does), not that it rotates things.

It seems to behave according to screen coords only, in all coordinating systems.

What do you think about changing PFE to VFE in the dialog to be consistent with the hot-keys.
I'd suggest changing this to "Extend selection when switching to points, edges or faces" or something like that. "PFE" and "VFE" are unclear and sound like chemical initialisms.

Well, right on the top of it there's the definition of PFE ( or VFE ) - " Points, Edges, Faces " so should not be that unclear. Though, " Extend selection when switching to points, edges, faces" sounds good , maybe even " Extend selection when switching between points, edges, faces ". But don't know if this will fit in the dialog window. May look kind of odd if there'll be a whole paragraph to click on . : )

Well, couldn't imagine that a lot would prefere to stay with the old color scheme, so then there's a good reason to leave it as is.


1) --- What nemyax said :)

2) RMB toggles the V E F enable that you click on. If only one is enabled and you toggle it off then there is nothing left enabled (which is kind of useless, or so I thought) so Anim8or enables V.

3) This is a bug - the box should be checked accordingly. The setting is currently saved in the registry so that when you restart Anim8or it is remembered. However the dialog sets the value of "Smooth Points" instead of "Extend PFE Selection", so when you open the dialog and exit with "OK" the setting is cleared and "Smooth Points" gets the old value, unless you have re-checked everything. I'll fix this.

3A) What do you think about changing PFE to VFE in the dialog to be consistent with the hot-keys.

4) I preserved the old color scheme because some people like it better.

1) Actually, originaly what is the exact name of points ( vertices - Trevor ;) ) in 3D CG ? If it's "vertex" and not " point", then it should be called as so everywhere inside Anim8or, including all commands all settings e.t.c. . And then a hotkey will be given relative to a correct name, and not the opposite I think. After all, we are not playing Quake, right? :D

2) I guess you wrote some lines of code to jump to "points" ( "vertices") when clicking on the only enabled item ( "edges" or "faces" ) with the RMB, to prevent nothing left enabled, right ? So, whouldn't it be better to " jump " to the currently enabled ( it will deselect it and instide of selecting " points",it will enable the " previously enabled item" ) . In other words to stay on the same and not jumping always to points.  ::)


3A)As i wrote above, maybe it should be given the name it  ( everything actualy ) has in general in CG and hot-keys will be applied relatively , not the opposite ? ???

4) Yeap, the classic is classic 8). Though I love the new one .

Sweet, Steve !!! Though you should check it not from the v.1.0 but form v.0.1 , since this issue was there like always. It was the first thing I noticed since I discovered Anim8or . :) Cool !
Now just some tiny other things, since I don't feel would be a good idea to create more topics just about them and since there's  going kind of a discussion here about relative tools ( commands ) :

1) Why in "Component selection"  in the right toolbar "points" ("p"-hotkey) were renamed to "vertexes" ("v"-hotkey), since everywhere in edit menu there are "point - commands " and not "vertex commands".

2) Maybe the most unimportant thing : ( hotkeys do their job right so we don't touch them ) in p/e/f component selection again, with the use of LMB one item only is selected, while the previous is deselected. With the RMB you add to selection or deselect an already selected item while other not affected ( see deselected ). But , say you have only edges selected, if you click on them with RMB which deselect a selected item , the selection " jumps " on points ( vertexes ) . Whouldn't it be more logical if you click on only selected item with RMB it would do nothing as if you click on the only selected item with LMB ( though "doing nothing" is not exatly correct, since it deselect and select again the same component, right ? ). In other words the command ( RMB ) will " see" that there are no other components selected and it won't deselect the selected one. Just to keep thing as " clean" as possible, though as I said, that's not a bug, so see it as the most low priority.

There was a bit of a discussion on how this should work - some people liked it the to grow the selection and others not. So I made it an option
Wow, nemyax, thanks! It works!... But still, it doesn't stay checked when I open the UI Configuration , the box is unchecked... I don't know if it's a tiny bug or it's my computer's glitch.

Just figured out, that not only every time I open the Configure UI dialog the box on Extend PFE selection is uncheked, but in some manner the Solid View Smooth Points option seems to get randomly enabled-dissabled, while the PFE selection in the work space get dissabled too. ???
I figured out how it behaves exactly. It seems that the " Extend PFE ( why PFE and not PEF :) ) selection " show ( and actually gets ) unchecked everytime the " Configure UI " dialog is called. Though Anim8or remembers  every other box settings status as I leave them, even after programm being closed. It happens no matter right after Anim8or start up, in the middle of the session, in other words not affected by other manipulations. Second to that it seems ( actually is ) the " Smooth point " visibility in " Solid views " in " Configure UI " always,  follows the status of the " extend PFE selection " . If I ckeck the " extend PFE selection " box while leave unchecked the " Smooth points " and hit OK, next time I open the dialog again, the " extend PFE selection " will be unchecked but the " Smooth points " checked. And now if I hit OK as is, next time I will open the " Configure UI "  both will be unchecked, the " extend PFE selection " because it gets so always and the " Smooth points " because it fallows the PFE status. Though that is something that happens to me and only if others can verify the same behavior on their systems it can be called a bug.

4) In the same dialog window there's an option about Anim8or color scheme. Since I don't think some will disagree that the new theme is awsome  8) , is there a need for that extra option in the Configure UI dialog ? Now if there would be kind of a choise to set a user color  :P , though the grey is the best for the eyes and why to " play " with colors in that manner doesn't seem clear. Others thoughts needed.

Finished Works and Works in Progress / Re: Salmon
« on: August 16, 2017, 03:22:22 pm »
Nice. Have they a skeleton ( bones in figure mode )? What technique did you use, boxe modeling, edges ?

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