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Messages - AlecJames

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General Anim8or Forum / Object editor - face colour
« on: August 21, 2013, 10:23:14 am »
Hi all

I've made an object by combining meshes / linking up points / filling in faces, etc. pic attached.
(I want to "print" a 3D object via an stl file)

In my attached picture one face is shown much darker than the others.  This is not intentional and I cannot find what I have done to it to make it appear this way.  If I apply a material to the whole object this face shows a darker shade of the applied material.  What could I have done to cause this?


ASL Scripts / Re: .STL Export Script
« on: August 21, 2013, 08:34:19 am »
I think the script only supports meshes

Anim8or v0.98 Discussion Forum / Re: v0.97e Pre-Beta
« on: June 06, 2013, 09:37:44 pm »
It is fantastic news ;D - thanks :)

Thanks for the feedback

I've never tied painted weights before - thanks Raxx for suggesting it, looks like this could be the answer

I've attached a picture to illustrate what I'm asking (sorry should have done this first)

A = what I want to achieve (but using a bone to make the fold so it's easy to animate multiple folds)
B = a simple fold using the weights technique
C = first attempt, simple bone influences (8 x 20 mesh)
D = bone influences using the upper two horizontal bones

I'll work on weights with more bones - I think this will do what I want.

Thanks again for the comments

General Anim8or Forum / Can I bend a sheet of paper with skinning?
« on: May 09, 2012, 08:09:31 pm »
I'm trying to bend a sheet of paper around a tube.

Ive tried creating a cube x=180  y=85 y=1, x has one division, y has 32, z has 1 (I only want the paper to bend around y), convert to mesh, create a figure with root + bone (50 long) + bone (50 long) and skin it with the sheet.  Problem is I cannot get it the sheet to bend at the bone + bone junction. 

I think its because the influence of the skinning does not extend to the x edges (width) of the sheet.  If I extend the influence so it spans the x dimension, it also expands in the y direction so the influencing bone just rotates the paper instead of bending it.

Ive tried adding x divisions and it folds a V shape into the top middle of the sheet.

Ive tried to disable the y and z while expanding the influence region but the region still expands along all axis.

Any ideas on how I can bend my sheet along its middle?

(Long term I want to have 10 bones in a line so I can bend my sheet around a long tube.  I then want to animate it folding around the tube using as many key frames as required.  The only other way I can think of achieving this is to use morph targets but I've tried this before and wasn't very pleased with the result.  I think a multibone figure will give a better result - maybe I need a 2 dimensional array of bones?)   

Thanks for any suggestions

ASL Scripts / GetAttributeQuaternion returns the wrong object info?
« on: October 21, 2011, 03:38:41 pm »
This is a scene script.  I have a rotating shaft with 36 spikes sticking out of it (36 instances of a spike object).  The shaft is the parent of the spikes.  As the shaft rotates the spikes rotate with it.  The spike has a morph target.  Im just working with one spike to try to get this working. As the shaft rotates the spikes hit an object at 12 o'clock above the shaft - I want the spikes to bend as they go past it, hence the morph target. The scene is 3s long, the shaft only rotates during the middle second.

I have an ASL script in the spike morph target controller. This script calls GetAttributeQuaternion("ShaftObject","orientation").  From the result I calculate the yaw angle, when it's between 350 and 10 degrees I set the morph target to true.  The problem is that the GetAttributeQuaternion call returns info saying the shaft is rotating when its not, i.e. during seconds 0 and 2.  The rotation information appears to be related to another object that is moving idependantly in another part of the scene (its a rectangular block falling from the top to the bottom of the scene.).

I rebuilt the scene with the minimum number of objects and it works as I expect.  Looks like a bug to me :(   
Has anyone seen something similar and know of a work around? 

General Anim8or Forum / Re: Cannot open morph target key in scene mode
« on: October 14, 2011, 03:02:31 pm »
Thanks thats fixed it.

Do you think there will be any new versions of anim8or?

General Anim8or Forum / Cannot open morph target key in scene mode
« on: October 14, 2011, 10:55:43 am »
In scene mode I have an object with a morph taget.

After I created the target I went into scene mode and added keys by double clicking on the frame/morph target loaction where I wanted to change the key value - all was OK.

If I add an ASL script to set the morph target value, after closing the key value editor dialog I cannnot get the key value editor dialog to open again. 

I double click on the morph target name under the element name in the time line at the bottom of the scene screen to open the key value editor.  When that does not work I cannot find a work around to get back to the script.  Is this a bug or should I get back to the script another way?  If it is a bug is there a work around (all I can think of is to edit the script in the .an8 file)?


ASL Scripts / Re: Can I get the orientation of another item/object?
« on: October 13, 2011, 01:52:49 pm »
Answered my own question :)

$orientation = GetAttributeQuaternion("MyMasterWheel","orientation");

Its in the manual under GetAttributeQuaternion.

ASL Scripts / Can I get the orientation of another item/object?
« on: October 13, 2011, 01:37:47 pm »
I've got a wheel in a scene that is rotating according to its own ASL script.  I have another 3 wheels that I want to all have the same orientation.

I tried putting in the controller script

$orientation = $MyMasterWheel.orientation;

but I get a script error "undefined identifier $MyMasterWheel".

MyMasterWheel is the oject name name in the scene object parameters.  Can I access another object in a script?  If so how?

ASL Scripts / Re: Does print work in a controller script?
« on: September 25, 2011, 08:32:01 am »
In case anyone finds this post looking for the same question:

I found that print to console works in anim8or version 0.97d but not in 0.95.

I could not find how to show the debug window in 0.97d (in 0.95 it appears as soon as you start defining a script).  The only way I could get the window to appear was to select Options->Debug->Trace Script Execution (shows script line numbers as they are executed) and then select it again to switch that trace off.  The debug window remained on screen.  Is there a way to show / hide / keep on top / clear this window?

(My script went on to animate orientation.  This is done by setting $orientation before the script exits.  $orientation is assigned to a 'quaternion' type variable.  If the script calculates the orientation as RPY in degrees there is a method / vector function 'RPYtoQuaternion' that will do the conversion for you.  Took me ages to find that!)

ASL Scripts / Does print work in a controller script?
« on: September 23, 2011, 01:02:25 pm »
This is my first script.  It's a controller script.

Code: [Select]
int $x;
file $console;
float $RampStep[5];
float $RampTime[5];
float $RampSpeed[5];
float $RampAccel[5];

$RampStep[0] = 0;   $RampTime[0] = 0;      $RampSpeed[0] = 0;    $RampAccel[0] = 0;
$RampStep[1] = 34;  $RampTime[1] = 0.0262; $RampSpeed[1] = 2597; $RampAccel[1] = 98182;
$RampStep[2] = 46;  $RampTime[2] = 0.0323; $RampSpeed[2] = 1300; $RampAccel[2] = -210600;
$RampStep[3] = 186; $RampTime[3] = 0.1227; $RampSpeed[3] = 1800; $RampAccel[3] = 5536;
$RampStep[4] = 200; $RampTime[4] = 0.1382; $RampSpeed[4] = 0;    $RampAccel[4] = -115714;

float $StartTime1;
float $StackingTime;
$StartTime1 = 0.76;

    $"$console", "w");

    if (time > $StartTime1)
        $StackingTime = time - $StartTime1;
        for $x=0 to 4 do
            $console.print("x=%i\n", $x);

        $orientation = (0.0, 0.0, 90.0, 1.0);
        $orientation = (0.0, 0.0, 0.0, 1.0);

I'm stuck on this line "$console.print("x=%i\n", $x);".  I know it executes because I can see its line number in the debug output trace but I don't see x=0....
Am I looking in the right place?  Does the output appear in the Anim8or debug output window? Is there a mistake?


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