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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 - NickE

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Anim8or Challenges / Re: Challenge #24: Halls of Fury!
« on: February 06, 2011, 07:00:22 pm »
The more the merrier!  I was late and my submissions unfinished!  Where is the fun in being the only one?  Extend please.

Anim8or Challenges / Re: Challenge #24: Halls of Fury!
« on: February 06, 2011, 03:35:03 pm »
Here's the first one I started working on:

A quiet night at the alien lockup:

Anim8or Challenges / Re: Challenge #24: Halls of Fury!
« on: February 06, 2011, 03:33:02 pm »
Well, I started working on two different submission, but unfortunately was unable to finish either.  Below is a quick render of the second one:

A covered walkway between two buildings.  A curiously empty and unfinished urban scene.

General Anim8or Forum / Re: Anim8or Collab - "Don't Forget"
« on: February 02, 2011, 02:52:44 pm »
I will contribute to this project.  Thanks for organizing it.

ASL Scripts / Re: Scripts Request: Edge to point or Faces to point!
« on: January 13, 2011, 09:13:01 pm »

Attached is a script to do what you requested.  It will select the points of any edges and/or faces that are selected and de-select the edges and/or faces that were selected.

Edges and Faces are both handled by this single script.  I originally wrote a script for Faces and another script for Edges, then realized that there should not be a conflict having them in the same script.


Anim8or Challenges / Re: Challenge #23: Happy holidays!
« on: December 25, 2010, 05:15:46 am »
Holiday time is Family time...hence...

Get in the Holiday Spirit!

ASL Scripts / Re: I need a script....
« on: October 06, 2010, 10:27:38 pm »
How are you determining the xyz coordinates of each object?  Random?

General Anim8or Forum / Re: Problem with alpha-maps
« on: August 19, 2010, 10:42:20 pm »
You should probably post the project.  I've never seen this kind of behavior before.

ASL Scripts / Re: Simple fluid simulation
« on: August 14, 2010, 02:16:13 pm »
The script and project included above is just a demonstration of the capabilities and to point out the "quirk" of Anim8or of running scripts asynchronously to the rest of the program.

The script above requires a mesh named "s1" of 100 by 100 points.  The points have to be numbered in order of the mesh from 0 to 9999.  The points with Y-coordinates not equal to zero have "excitation", will move up and down, and gradually dampen to zero.  This script only moves the points up-and-down and expects the points to be equal distances away from each other (like a perfect plane)

I've attached a project that has a "blank" water field.  You can try the different kind of rippling, like from the corner, a wave that covers a whole edge, starting the "excitation" above or below the plane, etc.

To render your animation, you have to start the script in object mode, switch quickly to the scene mode and start the render.  The "delay" variable in the script is to allow time for Anim8or to render the frame before the script calculates the next frame.  It takes some experimentation to hone in on a proper delay value for the scene and your computer.  While hunting the proper delay value, set the number of frames variable to just a few frames because you will have to wait for the script to finish to adjust it.

Thank you for your interest.

ASL Scripts / Re: Help with Boolean script
« on: July 18, 2010, 03:15:23 pm »

There is a different version of the booleen operations script that I wrote concurrently with Kubajzz (I never released mine).  His script and mine work by totally different methods.  All methods (in all the programs that I have studied) suffer from situations where the method fails.  The good part is that mine and Kubajzz's methods usually fail under different circumstances.

With the attached script, be sure to open it in a text editor to read the usage notes at the top.

I tested the attached script on your attached Anim8or project and it failed to construct a few faces.  When the cylinder was moved a tiny amount to the positive x direction, all faces were reconstructed.

I also am attaching a test Anim8or project that I used to get a feel for when the boolean operations script fails.  The attached jpg is a texture that will have to be put in the default texture directory.

ASL Scripts / Re: Connect Edge?
« on: June 22, 2010, 02:00:23 pm »
Thank you for the further clarification of Slide and Pinch.  I think I know enough now to get started.

The only thing that concerns me is the lack of undo if the parameters selected are not what is desired.  Will have to think about that for a bit.  Any suggestions would be appreciated.

ASL Scripts / Re: Connect Edge?
« on: June 22, 2010, 02:23:29 am »
Thank you for the clarification.  Yes, this could be implemented in ASL.  Unfortunately, I do not have 3DS Max and am not sure what the scales are for the Pinch and Slide parameters.  How much is one pinch unit or slide unit?  Is it an offset of where the edge would be created if there were no Pinch or Slide applied?

I could make up my own rules, but I'd rather have the function act the same way as the 3DS Max version to avoid confusion.

If you can help me out with those questions, I can write a script to do this.

ASL Scripts / Re: Connect Edge?
« on: June 21, 2010, 09:53:32 pm »
I think this might be possible with scripting, but I cannot determine what you want to do from your explanation and example screenshots.  Can you please be more explicit?

General Anim8or Forum / Re: animated gifs and textures
« on: April 21, 2010, 12:38:08 am »
I have used virtualdub and avisynth to do chromakey composites.  Here's a link from

I have followed the suggestions in this thread and gotten good results.

Anim8or Challenges / Re: Challenge #15: ...and then there was light.
« on: April 04, 2010, 02:23:29 pm »
My entry is called "Caught In The Act".  It is my fantasy of actually catching the little buggers.  You know what I am talking about...Little things missing, things rearranged...No real way to explain how only your left socks go missing... Anyway, the entry is supposed to be the instant the light is switched on.

There are five lights in the scene:
2 outside the blinds to simulate the early morning sunshine
1 local light inside the light fixture
1 spot pointing down from the light fixture
1 spot pointing up from the light fixture.

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