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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 - Raxx

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I'd like to go on the record and state that I really don't like the new track ball for arc rotate.

Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 14, 2018, 09:25:21 pm »
While rendering an image, after a while there might be one or two threads left running for a long time, that are rendering spots that have a lot going on. I think it'd be nice if the renderer would automatically split remaining chunks into smaller chunks and assign them to different threads, continuously until the render is completed, up to a minimum chunk size. Possible?

Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 13, 2018, 07:37:03 am »
Gave it a shot. The new build is definitely rendering it slower, but the image seems to come out cleaner in 1329 than in 1321.

1321 apparently has the FastAA setting in it as well, so if it was coded in that version then I'm not sure why it's looking cleaner. Is there a setting you programmed in that's increasing render quality and slowing down render times in 1329? The number of rays seems to double in the new version.

Windows 10 Home
Intel i7-6820HK 2.70 GHz (Quad core, 8 threads)

Below are the results.

Also discovered some clear spots in the shadowing for the 1329 renders.

Sorry I haven't been able to look at this yet.

The first issue of the inside material showing white instead of the actual material color seems like an internal Anim8or issue that might not be able to be fixed via ASL. You can try the refresh() command after generating and applying the material to see if it helps.

As for picking different shapes for different celshading, it can't be done with parametric shapes since there's no way to get the current selection from within the parametric shape script. You'd have to turn it into a command script and use attributes to determine the outline widths and other parameters.

You can export to .obj from Blender and import that into Anim8or. However, animations will not transfer.

Awesome! I'm looking at creating an svg/eps import plugin using this new feature. Has spline creation via ASL been implemented yet?

General Anim8or Forum / Re: Discord Group?
« on: March 27, 2018, 07:13:23 pm »
I remember when we had a short-lived Skype group a long time ago that eventually died.
The same will happen with the discord.

Whether it will or not is not up to anyone but ourselves. Saying we'd fail before it's attempted, and thus not trying, can only result in failure.

How would the group be used?

Would it be casual visits or structured around events, e.g. demonstrations / tutorials, etc.?

Mostly casual chatting/showing off and a way to get quick questions answered immediately. It could have most of the same channels as we have here on the forums.

Personally I'm pretty busy with work 24/7, but when my home computer is on I usually have Discord open. And I work at home a lot as well so I can always join in on the side. I may have a high opinion of myself, but if this can spur me into being more active in this community then it'd be nothing but a good thing for all of us. The same goes for anyone that participates.

CoriDavis, go ahead and start it up. If you want help, when I join it you can give me the privs, but you'll have all the oversight. Make a new topic with an introduction and instructions on how to join. I'll sticky it.

General Anim8or Forum / Re: Discord Group?
« on: March 27, 2018, 05:23:23 am »
I can join and idle if you start one.

Finished Works and Works in Progress / Re: Redesining my first protagonist
« on: February 06, 2018, 06:12:01 am »
Not bad

ASL Scripts / Re: ASL File import?
« on: December 11, 2017, 11:32:36 pm »
For now text, but binary in/out would be great later on as well. The formats I listed have text-based versions.

ASL Scripts / ASL File import?
« on: December 11, 2017, 09:10:09 pm »
Any chance of this happening any time soon? I use Anim8or when I need to 3D print stuff, but I use other cad and vector programs for when I have exacting design requirements. I've been wanting to write svg, eps, fbx, and dae importers for the object editor for a while now, without having to create a 3rd party program.

ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: November 19, 2017, 07:47:12 pm »
@daniel99 Sorry, haven't been able to get to this. Have you been switching between the Scene editor and the other editors a lot? I recommend disabling animation using the sprites_enabled controller and saving before leaving the scene editor, to avoid crashing as much as possible.

ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: November 12, 2017, 06:06:04 am »
Can you share your project, or a lesser example of with your step by step approach? Also, attached is a modified version of the first post's an8 files. These don't have the sprites_enabled controller, so it shouldn't crash when you go to the scene editor.

You'll have to add the boolean sprites_enabled controller to these files via Edit->Controllers and give it a boolean value of 1 in the timeline in order to see the animation(s) play.

Anim8or Challenges / Re: Challange #34: Anim8or 1.0 splash screen
« on: April 24, 2017, 01:50:59 pm »
I have ideas but not sure if I have the time -_-

Nice work so far everyone!

Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 29, 2017, 02:48:02 am »
I've found myself really wanting annotations and the ability to set the unit of measurement lately.

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