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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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Anim8or v0.98 Discussion Forum / Re: linux
« on: April 27, 2008, 04:04:37 pm »
Steve has been building this program solely for Windows for several years now. Unless he's been slowly turning his code over with portability in mind, porting to linux would be very difficult at this time. More than likely he'd have to outsource to a coder experienced in porting to other platforms if he'd ever expect to keep adding features for the next release(s). Obviously, Anim8or isn't open-source, so it's all on him if he wants to release the code to others.

Fortunately, Steve's been sticking to OpenGL, which is one step in the right direction. However, he may have to implement DirectX for better Vista compatibility, so it's a matter of platform priorities.

Just keep hoping for better Wine updates for now. Personally I'd like to see a mac port, but instead I'm going to have to pester the creators of CrossOver to work on compatibility (seems only the GUI is problematic...we need hotkeys for everything :P)

General Anim8or Forum / Re: quick question
« on: April 24, 2008, 11:37:25 pm »
Any user can be a moderator. Simply report a post by clicking on the "Report to moderator" link at the bottom of that offending post. Administrators and moderators all will get an email notification.

Feel free to also send me a PM regarding issues that need to be moderated.

General Anim8or Forum / Re: quick question
« on: April 24, 2008, 07:50:49 pm » came about as a result of Steve disallowing conversations in the WIPs board in the old forum, a few years ago. A user could only create a new topic, and other users were not allowed to provide any feedback. Hence "we" made a new community site where users could give that desired feedback. (It also allowed us to help handle the "load", so to speak)

The original founder is Rounder. Then I took it up after a few problems with the site occurred, and now it's being handed over to TheProducer. There was no such flame war, nor were there any other real administrators/founders.

General Anim8or Forum / Re: Welding
« on: April 21, 2008, 12:20:25 am »
Wielding is the same as merge points, in Anim8or's case. It won't have the same exact behavior or control as other applications in those tutorials, but it's easy to figure it out.

Also, instead of welding sometimes it's easier to just delete all but one of the vertices you want welded and make new edges connecting to it instead.

Seconded! Multiple UV channels would be excellent, but if this were to be implemented, the ability to import/export UVs should also be added!

General Anim8or Forum / Re: materials always look yellowish
« on: April 15, 2008, 05:21:11 pm »
The yellow is because of the default backlight that is in object mode, which has a slight yellowish tint to it. If you want complete white, render it in scene mode with your own custom lighting setup.

General Anim8or Forum / Re: Grassgen download
« on: April 14, 2008, 03:59:10 pm »
I'm fixing it to where works again (was messed up due to some changes in site structure). It should be back up from a few minutes to a few hours, depending on where you live.

General Anim8or Forum / Re: Bone Rotation Problems
« on: April 04, 2008, 06:52:57 pm »
Quote from: Raxx
Well, here's a better explanation of how it works:

Left Mouse Button: X-axis rotation
Middle Mouse Button: Z-axis rotation
Right Mouse Button: Y-axis rotation

In whatever view you're working in, in the bottom left corner it shows you how the coordinates are situated. Whatever coordinate that isn't there (that is, the coordinate that is perpendicular to your view), is the axis that the bone will rotate off of.

So if the Y isn't there (meaning that the Y global coordinates are perpendicular to your view--the top and bottom views), then only the Right Mouse Button will work, resulting in the bone being rotated on its own Y axis. If the Z is gone, then it rotates the bone on its Z axis.

Yes, this is a very poor and messed up way for this to be handled, considering that the bones almost always have no relation at all to the view you're in or the coordinate system of the workspace.

So again, just rotate so that none of the global coordinates are perpendicular to your viewing angle, and you'll be able to rotate the bones on any of its axis' using the corresponding mouse buttons.

I get the same also. However, it's simple enough to render the color channel through the ART renderer, and then the depth and alpha channel through the scanline renderer afterwards. Definitely a serious issue, though...but it is a preview as the name implies :P

This competition is now over, but you may still vote for the completed entries by going to this url:,20.0.html

Thanks for your interest!

General Anim8or Forum / Re: Anti-Aliasing with Jagged external edge
« on: March 25, 2008, 06:44:06 am »
Sirren, your solution will make pretty much the same level of quality as the solution I offered, except that you can't perform batch operations with it. Not only that, but depending on what you're using to select by color, it'll still leave artifacts or take out chunks of the character if you try to compensate for those artifacts.

Fallout2 doesn't support semitransparent pixels, correct? Therefore rendering a larger size, cutting the image out and then resizing back down won't work since you'd have to resize back down without any interpolation (no cubic/lanczos/whatever) in order to not have antialiased edges. This would in effect downgrade the quality of the inner details and make it less distinguishable. It probably worked for you because trees don't require specific detailing to look alright when it's low-res, not to mention they're less dynamic.

Simple way to render an alpha channel with shadows is to make your own alpha channel. After you've rendered all the rgb frames, make a copy of the anim8or file(s), and give your objects a stark black material with no specular. Make a new object and add a plane to that, assigning a material with black ambience and white diffuse (value of 2 or 3 for the diffuse). In the scene, set up your single light (to 100% dark raytraced shadows) if it's not already set, add the plane object to it with only receiving shadows, whereas the character object casts and receives, then set the scene background to pure white as well. Render without antialiasing. I've prepared an example for you:

Example file (right click and save link/target as...)




There are batch image processing programs out there such as ImageMagick that will allow you to process all the frames at once via some simple scripting, making it a breeze to handle even thousands of frames automatically.

General Anim8or Forum / Re: Anti-Aliasing with Jagged external edge
« on: March 23, 2008, 11:44:27 pm »
That's why I said to use a black background, so that there won't be any ugly blue artifacts when cutting the render out using the alpha channel (black blends better in most cases). Not to mention that Fallout itself is a pretty dark game, so it blends even better. Ideally, use any background that blends with the outline of the character/object the best, when rendering. After you applied the alpha channel, you add the blue background to it and you won't have those artifacts anymore.

Don't be afraid to touch up your alpha channel also before you apply it. Higher res images aren't much of a problem, but you're asking a machine to handle some pretty delicate stuff here. You can easily add one black pixel to the character's arm, and take out one or two from the neck and leg. It's still easier than hand-erasing everything around the silhouette from scratch...

General Anim8or Forum / Re: Anti-Aliasing with Jagged external edge
« on: March 23, 2008, 08:18:10 am »
The AA filter does not affect this kind of request. It's recommended you use bicubic as your AA filter to get the sharpest results, but it performs AA on the entire render regardless of the filter you choose.

Something you can try:
1. Render your image(s) antialiased (preferrably against a black background), save them to file.
2. Render the same images again except only the alpha channel with AA disabled.
3. Use a 2D app to apply the alpha channels to your antialiased renders. Use any color background you need as well. Now you have your jaggies on the outside but AA on the inside.

I'm guessing the engine converts a single color to the transparency, similar to how gifs work (no semi-transparent pixels--bright pink is usually used). If the engine does use semi-transparent pixels (usually the png format), I'd recommend using the same steps, except rendering both channels as antialiased.

General Anim8or Forum / .Org down for a few
« on: March 22, 2008, 06:02:59 am »
To those wondering, will be down until about 8 hours from this post due to some massive hardware changes. Just letting you guys know  ;)

Another is to allow various components like the specular hilight to be a general material.  There ar some major design issues I have to work out first including how to present this to users.  Attributes are quite flexible but not very easy to use ao I'd like another technique.

This is more work for you, but easier for us: How about some sort of "Shader Lab" dialog option from the material editor. This dialog would be a wizard of sorts with a preview window, where you can add and mix attributes from a drop down menu and play with values. Press the preview button and the preview window renders a sample (some primitives on a plane or something :P). I think this will make it much easier and faster for new and old users to make custom materials. If you extend the attributes to include all the bump map values and textures and such, you could even replace the entire material editor with the shader version using a toggle for ART materials versus scanline materials.

Just a thought.

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