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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 - texel

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General Anim8or Forum / Re: Bone translation and scale
« on: February 19, 2016, 11:14:56 am »
I will test your program

General Anim8or Forum / Bone translation and scale
« on: February 17, 2016, 12:16:28 pm »

i have not used Anim8or for a long time.
Does the new version supports translation and scale of bones in animations (and not just rotation) ?
It was a big lack of the previous versions.

General Anim8or Forum / Re: Converting *.an8 to something for Unity
« on: January 10, 2014, 01:39:33 pm »
Ani2Pov can export SkinnnedMeshes to Milkshape3D.

Maybe you can use it with an another converter to convert Milkshape3D file to dae/fbx

An officiel .dae exporter from Steve would be very usefull.

General Anim8or Forum / Re: LibAn8 For MinGW ?
« on: December 12, 2013, 09:10:00 am »
Liban8 should complie under CodeBlocks.
I will update liban8 and add a CodeBlocks project soon (i hope).

General Anim8or Forum / Ani2Pov v0.92 is available (A file converter)
« on: April 27, 2011, 06:05:42 pm »
Ani2Pov v0.92 is available:
#  Warning: This version recquires the Visual C++ 2008 redistributable.
# Several bugs have been fixed.
# New file formats are supported.
# Please read the manual.
# I can't do a lot of tests. Please report any bugs.

Ani2Pov can import files from:

Common interchange formats:

# Collada ( *.dae )
# Blender 3d ( *.blend )
# 3D Studio Max 3DS ( *.3ds )
# 3D Studio Max ASE ( *.ase )
# Wavefront Object ( *.obj )
# Stanford Polygon Library ( *.ply )
# AutoCAD DXF ( *.dxf )
# LightWave ( *.lwo )
# Modo ( .lxo )
# Stereolithography ( *.stl )
# AC3D ( *.ac )
# Milkshape 3D ( .ms3d )
# TrueSpace ( .cob,.scn ) (limited support)

Game file formats:

# Valve Model ( *.smd,*.vta )
# Quake I ( *.mdl )
# Quake II ( *.md2 )
# Quake III ( *.md3 )
# Quake III BSP ( .pk3 )
# Return to Castle Wolfenstein ( *.mdc )
# Doom 3 ( *.md5 )

Other file formats:

# DirectX X ( *.x ).
# BlitzBasic 3D ( .b3d )
# Quick3D ( *.q3d ).
# Ogre XML ( .mesh.xml )
# Irrlicht Mesh ( *.irrmesh ).
# Irrlicht Scene ( *.irr ). (limited support)
# Neutral File Format ( *.nff )
# Sense8 WorldToolKit ( *.nff )
# Object File Format ( *.off )
# PovRAY Raw ( *.raw )
# Terragen Terrain ( *.ter )
# 3D GameStudio ( *.mdl )
# 3D GameStudio Terrain ( *.hmp )
# Izware Nendo ( .ndo )

The link:

General Anim8or Forum / Re: Future of Anim8or - Time To Move On
« on: January 31, 2011, 09:51:50 am »

Two months ago, Steve responded to my email.
He doesn't have the time to work on Anim8or for the time being even if he spends some very limited time to fix bugs.
He doesn't know when he will have more time.
Keeping spammers out of Anim8or forum is also taking a lot of his time.

I do not have more informations from Steve.

I think we can't expect a major update soon. Maybe some minor bugfix.
Anim8or is still a great program and very easy to use. I haven't found any free program like Anim8or yet.
Blender has great features but i don't like its interface.

Anim8or doesn't seems to be dead but in pause.
If Steve decides to stop the developpement of Anim8or in the future, i think he will probably find a way to make it still alive.
It doesn't seems to be the case for the time being.
He probably do not want to make Anim8or open source now because it would make him loose the control of its development.
It could create many forks like Open Office and Libre Office or Linux It could be a good and bad thing.
Blender is open source but its developpement is leaded by a strong fondation. Steve develops Anim8or in his free time. He has a job, a family, and a life. He will probably do not have the time a lead such a fondation yet.

I do not expect Anim8or to be the best 3d modeling program, but just the best program for my purposes.
It would be great to create a new 3d modeling program using the source code of Blender but with a GUI like Anim8or. But who will do it ? Others...

General Anim8or Forum / Re: Exporting Half-Life models for gmod?
« on: September 22, 2010, 07:33:49 am »
Ani2Pov can export animations of figures (skinnedmeshes) to 2 file formats:
_ .ms3d (milkshape3d) (and also .txt ASCII milkshape3d file format but it's limited)
_ .smd (half-life)

But creating your animation in other program such as milkshape3d should produce "more clean" animations.

General Anim8or Forum / Re: Exporting Half-Life models for gmod?
« on: September 21, 2010, 12:23:09 pm »
Maybe there is a problem with the "sand.gif" texture.
Try to change "sand.gif" by "sand.bmp" and put a texture named "sand.bmp" in the same folder.

General Anim8or Forum / Re: Exporting Half-Life models for gmod?
« on: September 21, 2010, 06:00:42 am »
Gyperboloid, could you tell me which error message you get in Povray with the generated example file ? It should work.
Could you send me the generated files ? (to my email. See "Contact" on my web site)
Do you have some error messages in Ani2Pov ?

General Anim8or Forum / Re: Exporting Half-Life models for gmod?
« on: September 20, 2010, 06:02:05 am »

Under Windows Vista:

When i click on "About->OpenGL Info...".
The OpenGL info are displayed.
If i click on "ok" to close the dialog box, Anim8or is freezed by Windows and crash.

OS: Vista sp2
Graphic Card: Nvidia GeForce GTX285
Driver: 196.21

Anim8or v0.98 Discussion Forum / Feature request: UV Editor
« on: February 05, 2010, 08:27:02 am »
It would be great to have a good uv editor.
The user could select one or several faces. Click on the "Open UV Editor" menu.
A window is displayed with the texture (in a quad).
On the texture the selected faces would be displayed (the uv of vertices would be used as position on the texture).
The user can select a vertex on the window and slide it to change the uv of the vertex in real time.
The window would also have 2 edit boxes to modify the uv coordinates (if the user want accurate and specific values).
If the uv coordinates are greater than 1.0. it would be packed to [0,1], but the edit boxes would display 8.0 instead of 1.0.

(several uv channel would also be greate).

an8freaky, i could directly export meshes to the binary file format, but it could take some time to learn how the file format works (and not easy to debug).
It's not a priority because the command line tool is available and it can convert xml to binary.
I am more interested in exporting the .skeleton for the time being (in xml).
I don't know if i can include the ogre mesh converter tool in Ani2Pov. I don't know if the source code is available and i don't know if its license allow me to do that.

You could also use ogre plugins to load other file format such as collada.
A plugin could also be done to directly load .an8 file in ogre (i have started to write one for Irrlicht. you can find it in the LibAn8 page).

Ogre 3D has its own file format for meshes, materials and skeletons.
This is a binary file format.

Because it's easier for exporters to export in ASCII (text file that you can "understand" with wordpad), and because the binary file format of ogre 3D can change at every new version (for optimizations). The creators of Ogre 3D have created an xml file format which will "never" change and which can be converted to the binary file format using a comand-line tool:

General Anim8or Forum / LibAn8 v9.02.01 is available
« on: February 01, 2010, 07:32:13 pm »
LibAn8 v9.02.01 is available:

LibAn8 is a C++ .an8 files loader library which developpers can use to load .an8 files in their applications (3d files converters, OpenGL or Direct3D games, renderers, ...).

This version fixes several bugs in the loading of weights of figures.

The source code of a very basic OpenGL viewer is available in the SDK. It depends on the GLGX library (an utility library like D3DX for Direct3D):

LibAn8 do not depends on OpenGL. You can also use it with Direct3D or other applications.

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