Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - texel

Pages: 1 2 [3] 4 5 6
I have upadated Ani2Pov.
Skinned meshes are support for .smd and the ASCII file format version of Milkshape 3D.

The developpement version of Ani2Pov v0.71 support skinned meshes with one bone per vertex.

I don't know how to export more than one weight per vertex. When i follow the specs from Valve, and when i try to import the model in an Half-Life model viewer ("Jed's Half Life Model Viewer"), only the "base bone" is used, the other bones/weights are ignored.

I need an example .smd file with more than one bone per vertex and a free viewer (and legal) which can display it (i do not have Half life).

v0.71 will also fix a problem with interpolations in frames.

Ani2Pov v0.70 can now convert sequences from Anim8or to .SMD files used by the game "Half-Life":

Skinned meshes are not supported.
Please read the manual
Any bug reports are welcome.

Ani2Pov v0.65 is ready.
It can now convert animated skinned meshes (weights) of sequences to Milkshape3d file (.ms3d):

Please read the manual (there is still some problems of accuracy near borders of Influences).
Any bug reports are welcome.

Milkshape3d file can be loaded by a lot of 3d softwares (Milkshape3d, Misfit Model 3D, Blender, ..., several 3D/Game Engine, ... )

General Anim8or Forum / Re: MDL
« on: March 23, 2009, 12:50:06 pm »
Actually, the .smd file format is maybe not hard to export.
Maybe i will try to export .smd files in the next release of Ani2Pov.

General Anim8or Forum / Re: MDL
« on: March 22, 2009, 09:59:01 pm »
I hope to release a new version of Ani2Pov which export skinned meshes in .ms3d format this week.
This will make possible to create animated models in Anim8or and use other modelers or converters to convert .ms3d to other file formats.

MDL file format seems to be used by Half-Life 2 ? This file format seems to be a compilation of several files (.smd for meshes and animations + physics + i don't know).
Maybe it could be possible to convert .an8 files to .smd (reference mesh and skeleton + animation).
Maybe i could try to do it, but only if it is really usefull and if i found some people to test it (i don't know anything about mods and i do not have Half-Life 2). Maybe .ms3d file can already be easely be converted to Half-Life 2 models ?

ASL Scripts / Re: Question about the .an8 file format (weights {)
« on: March 20, 2009, 08:24:21 am »
I had strange files last night but today you suggestion seems to be good. Maybe i was tired :)

ASL Scripts / Question about the .an8 file format (weights {)
« on: March 19, 2009, 09:58:04 pm »

i have a question about the .an8 file format in the weights chunk.

weights { "mesh02"
            (1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))(1 (7 1))
            (1 (7 1))(1 (7 1))(1 (7 1))

mesh02 is the mesh where to find the vertex
after it seems to be for all vertices the number of bone which influence the vertex and after the bone ID and the weight for this bone.
( NbrBone ( Bone0 Weight0 ) ( Bone1 Weight1 ) ...)

But how to find which Bone ID match with which bone ? BoneID = 0 doesn't seems to be the root. 

Anim8or v0.98 Discussion Forum / Feture Request: Hide Bone Influence
« on: March 18, 2009, 07:38:46 pm »

it would be great to be able to hide the influence of a bone. i haven't found this option.
Sometimes, influences are very close and when there are lot of bone, It's not easy to see which vertex is influenced by which bones.

General Anim8or Forum / Re: File format documentation
« on: March 18, 2009, 03:28:58 pm »
I have also made a simple description of the .an8 file format before the official first spec was available.
It is far from beeing complete and there is maybe some errors but maybe it could help at beginning.
You can also find informations in the forum history (don't forget to search in the old forum "Original")

Anim8or v0.98 Discussion Forum / Feature request: "Detach vertex"
« on: March 12, 2009, 03:16:16 pm »

It would be very usefull to have a "Detach vertex" function like "Detach Face".
The user would have to select a vertex to clone, click on "Detach Vertex", and select the face that will use the new vertex instead of the original.
If the vertex is used by only one face, this function would not be available.

General Anim8or Forum / Ani2Pov can now export to .ms3d (MilkShape3D)
« on: February 28, 2009, 01:06:18 pm »

Ani2Pov v0.60 can now export animated sequences to the binary file format of MilkShape3D (.ms3d).
Skinned meshes are not supported but you can convert animations such as the one of the "A Simple Walk" tutorial of the official Anim8or Web Site.
This file format is better than the MilkShape3D ASCII file format which was already supported. Data are more optimized.
Maybe is will add support for skinned meshes in the future.

.ms3d file can be read by a lot a 3D programs.

Any bug reports are welcome (i have not a lot of models for my tests).

General Anim8or Forum / Re: XNA Animation - Per Frame Sequence Export?
« on: February 17, 2009, 08:53:14 pm »
There is a script to export .x files but it does not export animations because Anim8or can't export animations in a script for the time beeing. (see the script section of the forum).

i have made an .an8 files to Milkshape 3D (ASCII) files converter:
It support bone animation but not skinning. (you can only affect one mesh to each bone). It support animations such as:

Milkshape 3D is a shareware. But its file format is well known. Maybe you could find a loader for XNA or make your own.

Maybe this link could help you

General Anim8or Forum / Ani2Pov v0.57 and LibAn8 9.2.14 are available
« on: February 14, 2009, 06:54:25 pm »
Ani2Pov v0.57 is available.
# Several problems fixed with orientations/positions of elements.
# Please report any bugs.

LibAn8 has also be updated:
# Several problems fixed with orientations/positions of elements.
# Memory leak fixed in ConvertAllToMesh()
# Please report any bugs.

Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: January 29, 2009, 08:56:23 am »
Displacement mapping is very different from Bump Mapping.

Bumpmapping is an illusion. it creates relief on a flat shape using a special way to compute illumination of each pixel of the shape. There are different technics to create Bump mapping: Emboss Bump Mapping, dot3Bump mapping, Parallax Bump Mapping, Relief Mapping, ... The last technics recquire shaders for real time rendering.

Displacement mapping move each vertex in the direction of its normal, in a distance which depend on the color of the texture on the vertex. It do not recquire Shader, DirectX 11 or OpenGL 3.1. It can be done with CPU. This feature was already available on 3DS Max 1.0 and maybe also before.
Hardware displacement mapping is a way to create displacement mapping in real time using shaders. It is also already available on DirectX 9 and OpenGL using shaders.
I think Hardware Displacement mapping would be less usefull than "CPU" Displacement Mapping.
Displacement mapping is not better than Bump Mapping because it recquire more vertices and faces ("to move"). It's just different.

Pages: 1 2 [3] 4 5 6