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Messages - Raxx

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16
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 22, 2016, 07:45:48 pm »
daniel99, yeah I liked it too, but the script was getting to be less turd-ly so I figured I'd change it. It's commented out in the script, so if you reeeeallly want it then you can change

ASL Snippet
  1. /*#button(26, 26, 2, 0x00000000, 0x00410200, 0x00420100, 0x00422108, 0x00206110, 0x0010e210, 0x0020c010, 0x0221b808, 0x0203fc08, 0x0107fc08, 0x0107cf00, 0x001f8040, 0x003e03a0, 0x007c3ff0, 0x00787ff8, 0x00fdfffc, 0x01fffffc, 0x01fffffe, 0x01fffffe, 0x01fffff6, 0x01ffffe2, 0x01ffff04, 0x00ffc008, 0x007ffff0, 0x00000000, 0x00000000);*/
  2. #button(32, 32, 2, 0xfffffffffe000000, 0xffffffffffc00000, 0xfffffffffff80000, 0xfffffffffffc0000, 0x01fe0000, 0x007f8000, 0x001fc000, 0x1007f000, 0x3803f800, 0x5400fc00, 0x10007e00, 0x101c3f00, 0x000c1f80, 0xfffffffff8140fc0, 0xffffffffaf2007c0, 0x55c003e0, 0xffffffffaaa001e0, 0x555001f0, 0xffffffffaaa838f8, 0x55541878, 0xffffffffa22a287c, 0x4881403c, 0xffffffffa20a803e, 0x2820801e, 0x4402401f, 0x1080421f, 0xffffffff8004a10f, 0x00002f8f, 0x00001107, 0x00009207, 0x00001007, 0x00001007);

to
ASL Snippet
  1. #button(26, 26, 2, 0x00000000, 0x00410200, 0x00420100, 0x00422108, 0x00206110, 0x0010e210, 0x0020c010, 0x0221b808, 0x0203fc08, 0x0107fc08, 0x0107cf00, 0x001f8040, 0x003e03a0, 0x007c3ff0, 0x00787ff8, 0x00fdfffc, 0x01fffffc, 0x01fffffe, 0x01fffffe, 0x01fffff6, 0x01ffffe2, 0x01ffff04, 0x00ffc008, 0x007ffff0, 0x00000000, 0x00000000);


In a text editor.

neirao, sadly a parametric shape deselects all other shapes before it is created, so there's no way for the script to determine what was selected or not. I submitted a feature request that would fix this. I have v0.4 ready and waiting with it already implemented, on the off chance that Steve can get to it.

17
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: October 22, 2016, 07:37:10 pm »
A couple of ASL-related requests, related to the CelShadurr script I'm working on and reasonable for future development:

  • Create/Edit Double Sided Materials: Seems like only the front side is accessible
  • Don't deselect when creating a parametric shape with right-click: Like with spheres, cubes, and cylinders, when you right-click and drag to create a parametric shape, it shouldn't deselect all other shapes but instead add to the selection.
  • Divide point2/point3 by floats/ints: If you try (2.0,4.0,3.0)/2, it should return (1.0, 2.0, 1.5).
  • MsgBox(<String> Title, <String> Text,<Int> Type, <String> Content): Popup a message box. If Type 0 then it's a regular alert (just has an OK button). If it's Type 1 then it's a confirmation (OK and Cancel--Returns 1 or 0). If Type 2 then it's a prompt (Input text field, OK, and Cancel, returns String or Null). If it's a prompt then it auto fills the input text with the Content parameter when it pops up. So some examples might be...
    ASL Snippet
    1. //A Prompt Box
    2. String $alert1;
    3. $alert1 = MsgBox("Hello", "What is your name?", 2, "Bob");
    4.  
    5. // A Confirmation box
    6. if($alert1 != NULL)
    7.    MsgBox("Please Confirm", PrintToString("That %s is reeeeeealllly your name", $alert1), 1);
    8. else // An alert box
    9.    MsgBox("...", "How Rude!", 0);
    This should be pretty easy to implement (relative to...other requests) and extremely useful for command scripts.

18
General Anim8or Forum / Re: Connecting edges
« on: October 22, 2016, 03:54:37 pm »
In Anim8or, not specifically. I also did a brief look through the scripts, but there's nothing that does that specific action.

The easiest means of bridging two edges would probably be to use the Topographical Knife tool (found in the newer development releases in this forum). Basically you enable the tool and then left-click on one point, then hold Ctrl and left-click on the point of the other edge to connect them. Then do the same for the other two points of the edge.

Otherwise use the Add Edge tool to add edges by clicking and dragging between them, then select all the edges and fill holes (Shift + J).

I *can* make a script that automatically bridges between two edges, but it's not really a time saver compared to just using the Topo tool, unless you want to automagically bridge a lot of edges at one time.

19
General Anim8or Forum / Re: locking meshes from edition?
« on: October 22, 2016, 03:14:17 pm »
Use the latest development release. Put the reference mesh in a different layer by double clicking the mesh and setting it in the dialog box, them lock the layer by right clicking on its layer button in the top toolbar.

20
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 22, 2016, 07:14:44 am »
Thanks :)

So here's quite possibly the last update to this script, until double sided materials gets implemented in ASL at least.

I'll make this the official release post for now.



CelShadurr, the script that doesn't actually shade anything

What it is
This is a parametric shape script that creates an outline around all mesh geometry in the object, kind of. You have to add a double-sided material to actually get the outline effect. But still....

Instructions
  • Install the script in your script directory and start Anim8or
  • The button will appear in the left-hand toolbar in the Object Editor. Click it
  • Click and drag in the workspace. You'll notice that all the meshes get covered by the parametric shape
  • Keep dragging until you get your desired thickness. Apply a double-sided material with the front side transparent.
  • To customize the outline...
    • You can change the thickness of the outline using the uniform scale tool, or otherwise by customizing its "Outline Thickness" parameter.
    • To customize the outline thickness on a per-shape basis, either append "_noOutline" for no outline on that shape, or "_####" where #### is the desired thickness in Anim8or units. For example, "mesh01_noOutline" would have no outline, and "mesh01_0.23" would have an outline that is 0.23 units thick
    • You can set Auto Width to 1 to enable the experimental auto width. Smaller shapes get smaller outlines and larger ones get larger outlines. This feature needs more effort on my end.
  • Note that the shape gets put in Layer 7 automatically, to make it super easy to hide and/or lock the outline.

Only tested in Anim8or dev release 1247

21
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 07:20:19 pm »
Yeah, PHUR is a little tricky. To get the best results you'd have to convert the body subdivision mesh to mesh so as to permanently make it subdivided. This way the PHUR will much more accurately stick to the mesh when it's all being deformed.

So when dealing with PHUR, I recommend trying your best to use weighted envelopes instead of painted weights. This way you can have an object containing your "working" version (non-converted-to-mesh shapes), and an object containing your "final" version (converted-to-mesh shapes). Then you skin the final version using envelopes and if you need to make changes you can edit the "working" version and replace the "final" version's contents with a copy of the "working" version.

Then, when you're 10000% sure your model is final, you can change over to painted weights and do some good quality weight painting.

22
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 02:30:57 pm »
Ah, yes. I forgot about that issue. There's no way to access the control mesh via ASL, nor to convert the control mesh to a subdivision mesh within a parametric shape. I think I brought this up a few times in the past but these features have yet to be added.

The only real option would be to put the inner shapes to subdivision 0, update the CelShadurr shape, convert the CelShadurr shape to subdivided, and then revert the inner shapes back to their original subdivisions. Or else you could convert the inner shapes to mesh in their subdivided form. Same for PHUR.

It'd be nice if there was mesh generation and access in the Scene Editor...then I could just make the outline conform to the rigged/skinned/animated shapes. Same with PHUR (with more dynamic effects available).

23
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 05:38:41 am »
I chose to go the parametric shape route because it is easiest for the user to create and scale the outlines. In order to allow per-shape outline widths, I can offer two options:
  • The user appends "_###" (such as mesh01_1.25) to the name of a shape to set the exact width of the outline for that shape.
  • I change it to a command script, where you select a shape and then go to Scripts->Create Outline. Then to change the outline width, you go to Object->Attributes and find the float attribute that's named "mesh01_outlineWidth" and set the outline width there. Then you go to Scripts->Update Outlines to update the changes
#1 is easier for the user, in my opinion. I can also add an auto-width parameter to the parametric shape, where if you enable it then it makes the width of the outline related to the size of its bounding box. So smaller shapes would have smaller outlines, and bigger shapes would have bigger outlines.

24
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 04:59:58 am »
Good news, I fixed the one bug and made a few optimizations. The new version is in my post above.

25
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 04:05:52 am »
You're welcome! Hope it helps, somehow. If you can't tell, I'm not very impressed with what it can('t) do >:(

I forgot to mention it, but you can change the thickness of the outline either by scaling it using the uniform scale tool or by double clicking it and entering it manually. It's measured in Anim8or units.

26
ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: October 21, 2016, 03:58:32 am »
It's located at the bottom of the first post as an attachment, under where the video tutorial is located. You'll need 7-zip or a modern file archiver/extractor program to extract the contents of the .7z file.

27
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 01:29:58 am »
So, I got to work on this in my free time, and discovered that I can't make double sided materials via script (not documented anyway).

So unless that gets fixed, you'll have to create and apply your own outline material. I decided not to make the flat-shaded material either, for the sake of consistency. Basically it's just an outliner, not an actual cel-shader-er. Thus, I'm calling it...CelShadurr

Instructions:
  • Install into your script directory
  • Click on the turd
  • Drag anywhere in the workspace. It should create a parametric shape outlining everything
  • Don't want something outlined? Append the mesh's name with "_noOutline". For example, "mesh01_noOutline". Then double click and OK the CelShadurr shape to regenerate it
  • Apply your own material to the shape

Uniform scale or double click and manually enter the outline thickness.

28
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 18, 2016, 08:01:53 pm »
It's possible to do this. Even moderately easy for its most basic implementation. If no one takes a stab at it I might be able to work on it this weekend.

Of course, if Steve enables custom shaders for materials then this old method of outlining won't be necessary, and the results and ease of animation would be much, much better.

By the way, the term "cel-shading" refers to the flattening of the shading into a single tone, and does not refer to the black border/outline effect.

29
General Anim8or Forum / Re: Layers?
« on: September 13, 2016, 03:16:51 am »
Double click the shape and manually enter the layer number there. You can easily show/hide layers by hitting the numbers in the top toolbar, and you can lock layers by right-clicking them. Layers are a new feature that haven't been documented yet.

30
General Anim8or Forum / Re: Question about Figure Editor
« on: September 12, 2016, 02:41:21 am »
Nope, feel free to create the model first and then create the bones afterwards. That's the standard way when skinning models like humans and animals. For machines it might require a hybrid of both methods.

So create a bone off the root bone and assign the object to it. This new bone would be the real "root" bone like what you would make in other programs. Make sure the object and "root" bone is positioned how you want it to be, then add the rest of the bones.

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