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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 - AlecJames

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Is the light a local or spot?  (not infinite)

The attached casts a show in scene mode, camera view, scan line render.  If it doesn't for you then it's going to get interesting.  If it does then hopefully you'll see the different setting.

I only used shadows a few months ago and I'm forgetting already!

Yes you can have shadows using scan line.  The light needs to be set to casts shadows  and to "ray trace" in advanced properties, the objects' properties need to be set to casts shadows / receives shadows. 

There's lots of info in the manual chapter 7, scene editor.

I think that scanline shadows are more versatile than ART.

Other world scene 2 animation: this scene is short, 3-4S. OW44 blows up and goes through the roof.  I always imagined it happening on the rear roof where you canít see it. You just see OW44 and a load of roof tiles appear from behind the ridge. I wondering if it would be better going through the front roof to make it more obvious? 

I searched the asl spec like you and didn't find it.  It says struct shape can contains a mesh or subdivision shape; the mesh struct is described but I don't see a subdivision struct.  So my guess is that a subdivision cannot be manipulated in asl.

Maybe Steve can confirm one way or the other when he sees this thread.

ASL Scripts / Re: Multicore Movie Rendering
« on: April 18, 2018, 07:47:08 am »
Sounds good.

I've often wondered whether Steve could add command line switches to anim8or so that we could launch it from a command line to render a specific scene, e.g. scene abc, frames 100-200, to file xyz.avi with options xxxx.

The aim being to use 'make' or similar to render a project. Could it work?  is the "with (render) options" part the bit that over complicates it?
(Just remembered - last time I thought about this - could the same anim8or project file be shared on a network so that if you have X PCs, each one could be rendering segments (depending on cores) - that is how I overcomplicated it :) )

@dancingshoes: I'm guessing that you solution splits the scene into multiple anim8or project files?

Finished Works and Works in Progress / Re: Nifty Robin Fanart
« on: April 17, 2018, 07:04:01 pm »
I had problems with the link

I think I created a discord account first and the then used the link - I can't remember for sure.

ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: April 07, 2018, 10:36:32 pm »
Thanks - looks like you've been busy!

I've got Raxx's script working well in my project. At the moment I've only got one animated texture in my project but I l really like the effect so I'd like to squeeze in some others.  In my scene I wanted "clutter" and it's taking ages to model all the stuff so not sure if I'll have time.

I will try it out, thanks for the hard work :)


I'm putting together my entry for the Other Worlds 30S animation challenge in the facebook group.

The story line is a cooker, called Other World 44, blows up and ends up in Orbit, meets some satellites, then falls back to earth.

My animation will be built from 4 sets Ė Kitchen, Outside house, going to Orbit, In Orbit

Kitchen is coming on but there are loads of objects to make for the introductory visual explanation:

The automated stirring contraption gives OW44 arms that I will use later:

Outside the house (very short scene) I havenít started but Iíve got idea for what it will be.

OW44 going into Orbit (very short scene) I have a rough sketch

In Orbit - very few objects to model but more animation and interaction, OW44 will interact with 2 satellites although there are 6 satellites in total:

Test render of the opening in Orbit scene:

ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: April 02, 2018, 07:33:28 am »
Thanks Steve - I can't work out the cause and effect when the file path changes to something I didn't expect.  I set up a repeatable test and all looks good, then some time later my test setup does not have the same result. I can't be sure when something changes whether I changed something in my test project or left something in an odd state or whether something changed in anim8or?

ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: April 01, 2018, 08:54:46 am »
Hi Raxx and all texture animators :)

This is a really clever script, Iím using it in my animation challenge in the facebook group.  Thanks so much.

I had a couple of random problems Ė
  • it would not animate (no texture was shown)
  • when the an8 file opened it complained that the texture file could not be found and it removed the material

Iíve found 2 causes for these issues:

1) If the path anim_controller (multiplier) value goes negative and the an8 file is saved, the texture file name is saved as (example) file0000-3.png.  I know I shouldnít let the value go negative by setting a nice linear gradient in the graph editor (BTW excellent video tutorial) but it took me a while to understand what was happening.

I changed
// Round down to the nearest frame when the multiplier is applied
   $texFrame = floor(max($controllerAnimFloat,0) * $numFrames + 0.5);   

Of course there is still no animation while the key is negative but I donít have to redo the texture as a result. 

2) This is still puzzling me; Iíve got a work around but donít really understand the root cause.

When anim8or builds the texture file name, sometimes it prepends the full path to the project dir and with my relative path script parameter of ./sprites/anim1 the texture filename path becomes

C:\pathtomyproject\ ./sprites/anim1/file0000.png

Which anim8or doesnít complain about but does not appear to load.

Other times anim8or prepends .\ and with my relative path script parameter of ./sprites/anim1 the texture filename becomes

.\ ./sprites/anim1/file0000.png

Similar problem.

When I started play with the script I had a relative path of ./sprites/anim1 and it worked just fine so there must be a third variant (the expected path result), but I canít recreate it now.

Iím puzzled because I canít work out what causes each of the different path variants? (Iím on win7 x64)

My work around is either

Use an absolute path C:/pathtomyproject/sprites/anim1/ as the script parameter

Or (this is what Iím using at the moment, EDIT: didn't stay working at file open, but worked while editing / rendering)

"Sprites\\anim1\\"  as the script parameter

Hope this helps others that may have similar issues. If its not working the place I look is the object material definition to examine the path to the texture, it should be a valid path to one of your texture files, the file number is approx the last frame you viewed in the scene + starting animation file number.

@Raxx, Thanks again for a great script 


Moved keys discussion to "General anim8or forum",5712.0.html

General Anim8or Forum / Smooth / corner keys on the time track
« on: March 30, 2018, 12:26:34 pm »

I thought your file posted in ongoing anim8or development as an example of a hair pin on the camera path was empty but then I realised the camera is moving :)

You have 3 keys in the time track and you want the camera to move from the first to the third with the second as a corner, no looping like a hairpin as the camera moves through key 2.

(@All, please jump in and correct me if I get any part wrong.)

The camera follows a Bezier curve (or similar) path from key 1 through key 2 and on to key 3.
Key 2 is a ďsmoothĒ key.  From the manual section 8 Animation:

There are three kinds of keys: corner, smooth and step. Smooth matches the direction and speed that the value changes as it passes through the key. It is what you usually want when you are animating and is the default. Corner keys can have different incoming and outgoing speeds and directions. You would use this where a bouncing ball strikes the ground. Step keys are like corner keys but allows the value to change abruptly. You would use this to make a character suddenly change positions.

You need to double click on the middle key (2) on the time track and change its type to ďcornerĒ.  This means that when you open the graph editor you can change the speed and direction of the path through key 2.
Open the graph editor, it shows the current path taken by the camera. If the camera position controller is selected in the time track, which it will be if youíve just changed the key type, the graph editor will open with the camera position key selected on the left and the path shown on the right.

On the left of the path is key1, middle is key2, right is key3. If you double click the middle key on the Z path, its properties will open, close the properties dialog and you will see two handles attached to the middle key. If you left click & drag these handles you can change the shape of the curved path, even make it a corner.

It that what you meant?

Can you post an example an8 file with the problem?  e.g. A single sphere in a scene with the "hairpin" you refer to?

Ongoing Anim8or Development / Re: Fast Selection
« on: March 29, 2018, 07:25:04 am »
Yes this only happens when using the OpenGL render.

I'm wrong about fast select always being on - it works fine.  (Don't know why I thought for a while that the selected items appearing in the render was related to fast select.)

Ongoing Anim8or Development / Re: Fast Selection
« on: March 28, 2018, 09:41:40 pm »
Hi Steve
I'm running 1318.  Is fast select mode on in scene mode regardless of the tool bar icon fast select state?

The problem that makes me mention this is that when the mouse cursor moves over an object the orange highlight box appears, if the highlight is present when I render, it is included in the rendered file.  If I have an object as a backdrop (covering the whole screen) it can be difficult to get to the render menu without bringing the highlight up.  It is possible, I just need to be careful.

Could you hide the highlight and deselect everything as part of render initialisation? 

Sometimes when an object is selected in object mode, the object selection box appears in the scene - not sure if this is always the case.

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