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Messages - Raxx

Pages: 1 ... 85 86 [87] 88 89 ... 91
1291
Anim8or v0.98 Discussion Forum / Re: An additional feature
« on: December 16, 2008, 12:36:18 am »
An awesome game engine attached to Anim8or sure would gee golly us but there's a single word that explains why it's probably not going to happen, can you guess what it is?

This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.
--The Hobbit

Or in Anim8or-speak:

This thing all requests devours:
Coding, testing, debugging, releasing;
One man, one program;
5 lines of code takes 3600 ticks;
Denies delusions, denies requests,
And Steve's got none of it.
--Chronicles of Raxx

1292
ASL Scripts / Third Party Tools
« on: December 15, 2008, 06:24:43 am »
Third Party Tools


Ani2Lux v0.1a
Alpha version of a converter that allows you to export Anim8or scenes to the LuxRender file format.
Author: Dwsel [Website]
Related Links: Forum Topic


Ani2Pov v0.92
Converts between several different file formats
Author: Texel [Website]
Related Links: Ani2Pov Web Page | Mirror Download


ASL Editor 3.5
Excellent development tool for ASL scripts.
Author: Kubajzz
Related Links: Forum Topic


BVH2Anim8or
Converts a motion capture file (BVH) to Anim8or
Author: NickE
Related Links: Forum Topic



So you want to submit a script? No problem! Just post a reply to this topic with as much information as possible in the following areas:

1. Script Name
2. Author Name
3. Download link
4. Description
5. Related links (points to one or more web pages that explain what the script is and/or how to use it)
6. (Optional but helpful) If it's a shape plugin, supply a 30x30 gif of the button like how the listing has it, and if it's a command script supply up to a 52x52 animated gif with transparent background showing it in action.

What's listed so far isn't everything but I'm working on it. Hopefully this will become a very, very, very long list ;)

1293
ASL Scripts / Export Scripts
« on: December 15, 2008, 06:09:44 am »
Export Scripts


.C
Exports the same C language data structures that Anim8or's built-in exporter does. Does not export animations.
Author: Steve [Website]
Related Links: Scripts Page


Celestia (.cmod)
Format for a popular space simulation program. Does not export animations.
Author: Selden [Website]
Related Links: Celestia Website | Scripts Page | Archived Forum Topic


Orbiter Mesh (.msh)
Exports to a format compatible with the Orbiter program
Author: Urwumpe [Website]
Related Links: Orbit Hangar


Roblox (.mesh)
Exports to the .mesh format compatible with a popular brick-based game. Does not export animations.
Author: Gamer3D [Website]
Related Links: Forum Topic | Roblox Website


STL (.stl)
Exports the basic triangulated models into a regular .stl file. Does not export animations.
Author: Raxx [Website]
Related Links: Forum Topic


VRML (.wrl)
Exports objects to the Virtual Reality Modelling Language.
Author: Paulo [Website]
Related Links: Forum Topic


WaveFront Object (.obj & .mtl)
Updated to include more material properties and multiple materials per mesh. Does not export animations.
Author: Steve [Website]
Updated by: MrProtek
Related Links: Forum Topic


.X (by Raxx)
This is an updated .X exporter that is a mix of the best of the other .X exporters, and may be more compatible with your program of choice. Does not export animations.
Author: Raxx [Website]
Related Links: Forum Topic


.X (by Joe Cooning)
Exports to the popular DirectX/D3D format. Does not export animations.
Author: Joe Cooning [Website]
Related Links: Archived Forum Topic


.X (by zaidon)
Based on Joe Cooning's script, this version exports to the popular DirectX/D3D format but imitates the Conv3DS output structure. Does not export animations.
Author: zaidon [Website]
Related Links: Archived Forum Topic


.X (by Cranny76)
Exports to the popular DirectX/D3D format. Remarked to be a rough draft version. Does not export animations.
Author: Cranny76 [Website]
Related Links: Archived Forum Topic


WRL (.x3d)
Exports to the .X3D file format. More info here
Author: hermetic_cab


1294
ASL Scripts / Command Scripts
« on: December 15, 2008, 06:02:53 am »
Command Scripts


Add Edge Loop
More than just creating an edge loop based on an edge you select, it will try to deform it based on the surrounding mesh (make it contoured).
Author: Kubajzz
Related Links: Forum Topic


Apply Selection
Select some points, store it, then apply that selection later on!
Author: Claude
Related Links:


Boolean Operations
Create a wide variety of shapes easily using this plugin! Enables union, intersection and subtraction.
Author: Kubajzz with the help of NickE
Related Links: Forum Topic


Complex Cleanup
This script will delete completely useless edges and points and it will select the points and edges you should edit to keep your mesh clean. If you want to make nice clean models, you should run this script everytime you finish a model (especially if you are a beginner...).
Author: Kubajzz
Related Links: Forum Topic


Connect Points
Connect two points of the same face and split the face in two (a knife tool)
Author: Kubajzz
Related Links: Forum Topic


Copy Faces
Do you need to duplicate a part of your mesh? You can use this tool. It does basically the same like the Detach Faces command, but the original shape is not changed.
Author: Kubajzz
Related Links:


Deform Mesh
Deform a mesh based on strength, diversity, smoothness, seed, and refresh attributes.
Author: Kubajzz
Related Links: Forum Topic


Edge Spin
Just select an edge that splits a 4+ sided polygon and spin it!
Author: Claude
Related Links:


Grow Point Selection
Select one or more points and this script will select the next nearest connected points to them.
Author: Kubajzz
Related Links: Forum Topic


Poly Reducer (Reduce Triangles)
Reduces a triangulated mesh anywhere between 1%-95% while preserving materials and UV Coords.
Author: Kubajzz
Related Links: Forum Topic


Reload Textures
Reloads all textures in your project.
Author: Kubajzz
Related Links: Forum Topic


Remove Edge Loop
Select an edge loop and this script will remove it, keeping the mesh intact.
Author: Kubajzz
Related Links: Forum Topic


Remove Useless
Removes useless points on an edge that don't serve any function. This usually occurs when merging faces.
Author: Kubajzz
Related Links: Forum Topic


Select Similar
Select one or more meshes, faces, edges, or points and this script will find similar structures and select them as well.
Author: Kubajzz
Related Links: Forum Topic


Snap2Pnt
Set a point as the snap-to point, then snap any number of other points to it!
Author: Claude
Related Links:


Triangulate Mesh
Creates a triangulated copy of a mesh.
Author: Claude
Related Links: Archived Forum Topic


Two Point Distance
Finds the distance between 2 points.
Author: CobraSpectre
Related Links: Forum Topic


Universal Mirroring
Need to mirror several shapes at once? This plugin can do that. It can also mirror groups, subdivisions, parametric meshes, spheres and more...
Author: Kubajzz
Related Links: Forum Topic


Unsubdivision Script
Have you ever permanently converted a subdivison object to mesh and wanted to convert it back, or picked up a previously subdivided mesh from someone else? Reverse it using this tool!
Author: Kubajzz
Related Links: Forum Topic


Untriangulate Mesh
Untriangulates a triangulated mesh!
Author: NickE
Related Links: Forum Topic


1295
ASL Scripts / Shape Scripts
« on: December 15, 2008, 06:01:35 am »
Shape Scripts


3D PI Chart
Create any sized chunk of cylinder similar to a pie based on Divisions, Radius, Texture Scale, Start Angle, End Angle, and Depth.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


4 Wall
Basic frame shape that allows you to create a square-shaped "hole in the wall". You can adjust the Horizonal Scale, Vertical Scale, Depth, and the hole's offsets and sizes.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


Advanced Plane
Creates a simple rectangular plane. You can change the width, height and the number of divisions.
Author: Vobla
Related Links: Forum Topic


Archway
Creates an archway block. You may define the width, height, length, divisions, ceiling depth, and angle.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


Cage
Create a variety of cage shapes. You may specify the XYZ Size and Divisions, the thickness of the wire, and if it needs to be a single wall or a full cubic cage.
Author: Kubajzz
Related Links: Forum Topic


Cog
Cog Wheel shape. Many different parameters make for a large variety of cog wheels available.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


Diamond
Make diamonds of any shape and size with this plugin. You can change the general shape along with the size, crown and pavilion height, X-Z ratio, Corner size, and Culet size.
Author: Kubajzz
Related Links: Forum Topic


E_Track
Instead of extruding splines along a spline path, this plugin allows you to extrude a mesh shape along a mesh path made out of points.
Author: Brian Heath (B_twist)
Related Links: External Website


F8ce
An an8 version of MakeHuman, allowing you to easily create a variety of humanoid characters.
Author: Bob_I_Ts
Related Links: Forum Topic


Jet Engine Blades
A script that makes jet engine blades. Define the number of blades, height, width, center width, size, and inner & outer rotation.
Author: Monex [Website]
Related Links: CG-Nation Blog | About Page


LShape
Lets you create an L-shaped block or corner block. You can customize the Horizontal and Vertical Length and Width of each leg and the depth.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


Paraboloid
Creates a paraboloid shape. Lets you specify the size, height, and vertical and horizontal segments.
Author: Kubajzz
Related Links: CG-Nation Blog


N-Sided Polygon
Good replacement to the N-Gon tool if you're just looking to make an N-sided plane. Options for the number of sides and toggle a center division in the parameters.
Author: Kubajzz
Related Links: CG-Nation Blog


Random Terrain
Generate a randomly shaped terrain.
Author: Felipe Manga
Related Links: Forum Topic


Ring shape
Simple and useful ring/pipe primitive.
Author: NickD
Related Links: Forum Topic


Roof (Triangular Prism)
Simple roof primitive in the form of a triangular prism. You may define the height, width, depth, and the offset of the peak.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


Slope
Create a simple slope with the option to customize the height, length, and starting/ending width and scale.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


Spring
Original spring shape by Steven Glanville. You may define the sides, diameter, offset, segments, cycles, and spread.
Author: Steve [Website]
Related Links: Anim8or.Com Scripts Page


Stair Shape
Easy way to make a staircase by defining the number of steps, length, height, and width. You can also specify if the stairs need a solid support or not.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


Star
Create a nice star . You can define the number of beams, radius, thickness and more parameters.
Author: Syziph
Related Links: Forum Topic


Utah Teapot
The classic 3D teapot.
Author: Kubajzz
Related Links: Forum Topic


Tetrahedron
Simple tetrahedron shape (3-sided pyramid).
Author: Kubajzz
Related Links: CG-Nation Blog


Torus
Torus or donut, you call it!
Author: Tyson Collins [Website]
Related Links: none


UV Block
Builds a cube with proper UV coordinates on all sides. If viewing from the front viewport you can adjust the UV scaling for all the sides when using the non-uniform scale tool.
Author: BOB_I_Ts [Website]
Related Links: Forum Topic


1296
ASL Scripts / ASL Scripts Database
« on: December 15, 2008, 06:00:41 am »
Located here you will find a complete listing of ASL scripts along with their descriptions, download, author, thumbnail/preview, and links. If you would like to submit your script(s) to this post, please click here to read more.

Note: If you own one of these scripts and do not wish for it to be listed and hosted here then let me know and I will take it down.

1297
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: December 15, 2008, 12:21:56 am »
I would like to discuss this normal map vs bump map thing as well. Normal maps have a definite advantage over bump maps in that it preserves the directions of the detail in the three different channels. Bump maps only perturbs the surface in the direction of the existing normal whereas normal maps replace the normal entirely in the direction(s) the normal map reads out as.

Bump maps on a single polygon always look flat from an angle, but normal maps account for the proper distortion it should have in any angle making for a much more realistic effect. This is why other 3D programs allow for normal map usage instead of regular grayscale bump maps. The difference is tremendous both in-game and in-cinema, especially when it comes to smaller detail.

I found an image that best shows what I mean (a=bump, b=normal, c=relief):


Notice the details and how from that angle the normal map version is more accurate and realistic than the bump map version. Definitely an upgrade!


1298
General Anim8or Forum / Re: how to environment maps
« on: December 13, 2008, 12:48:42 am »
Environment maps are relatively easy to use and don't really require tutorials unless you are trying to make your own maps.

Have you looked at the Manual?

A couple of notes...
1. Depending on your graphics card, you may or may not be able to view environment maps in the workspace but you will always be able to see them when rendered in the scanline or ART renderers.
2. You can set a single texture as an environment so long as it's loaded beforehand (load the image using diffuse, ambient, spec slots).

If that doesn't help then please explain further what you're having trouble with. I couldn't find any tutorials on the spot but you can always search this forum and the old original forum for helpful articles.

1299
Anim8or v0.98 Discussion Forum / Re: Textures don't work with bevel?
« on: December 12, 2008, 08:38:54 pm »
It's not so much that textures aren't working on beveled areas, it's that you need to re-uvmap that area. Anim8or doesn't generate UVs for beveled areas since it's adding geometry. Since your object is cylindrical, you can easily apply a cylindrical projection UV to it and it'll be good to go.

It's certainly possible to implement smart UV generation for added geometry based on the surrounding mesh the way other programs do, but it's probably not easy to add that feature.

General rule of thumb: Prep your UVs after completely finishing the model so as to avoid cases like this.

1300
Alright so I tried it out. Here's the problems I came up with:

1. No mesh smoothing even with normals exported (vertices are not welded)
2. Skeleton has incorrect rotation on the X-axis
3. Some animation data might be missing (can't really tell because the figure was messed up in MS3D but some of the bones weren't rotating when they should have been)

I posted this here so others can compare their results if they try it out, I'm also sending an email to you texel with the test files I used.

Sure it's buggy but it's a great start!

1301
Nice! This is something I've talked to others about before (converting to ascii ms3d) so I'm glad to see you're doing it!

Are you planning on supporting skinned meshes in the future?

I'll test it out and let you know how it goes!

1302
Finished Works and Works in Progress / MOVED: mesh
« on: September 25, 2008, 06:58:58 am »

1303
ASL Scripts / Re: Real time command scripts - is that an error?
« on: September 23, 2008, 05:41:52 pm »
If you make a fully working mirror script (this one just copies?), please post it up even if it's a rather raw way of doing it.

I'd suggest also automatically placing the mirrored mesh in a group so that it doesn't get affected by most modeling routines.

1304
General Anim8or Forum / Re: to embed or not embed that is the question
« on: September 23, 2008, 05:34:40 pm »
On the contrary, the effect on the server is minimal. If the forum mod to automatically embed Youtube/videohost videos in the post were implemented, this server would not be hosting the actual videos. Not to mention it's easier and faster for the video to be embedded in the post where all you have to do is click on "play".

But no, flash embedding is disabled in the forum.

1305
General Anim8or Forum / Re: Texture help
« on: September 23, 2008, 05:31:18 pm »
Clear this up for me: Do you want to A) Make the parts less shiny like in your workspace or B) Map the textures onto it so that the details on the texture aren't warped and show up?

For A: Turn off your emmissive and play with toning down your specular and other parts of the corresponding material until the Material's Preview Sphere in the material bar looks like what your workspace versions shows, or keep re-rendering until it's good enough.

For B: Check out the UV tool. Take a look at the manual for help on how to use it.

I think in your case, both A and B apply, so do both :P

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