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Messages - BOB_I_Ts

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General Anim8or Forum / Re: Projections
« on: March 22, 2010, 03:22:53 pm »
In the material editor click texture button then you can load cube maps or a single texture into to the "Env. map" channel.

You can also add reflections with attribute editor all the attributes are listed in the anim8or manual.

ASL Scripts / Re: Materials Tutorials - finished
« on: March 22, 2010, 03:12:02 pm »
 8) thanks Jdez

ASL Scripts / assistant~script reverse normals !
« on: March 22, 2010, 03:10:12 pm »
i made mini script to help reduce amount of time to put coordinates into a8s script it works perfect for the task it was indented but the vertexn  output has the sequence in reverse so faces on the generate data are flipped around the wrong way?

here is the assistant script originaly based from looking at the code in Steves obj export script
Code: [Select]
/* assistant script v0.02 ~ object mesh wirecage must match to work on final a8s*/
#plugin("object", "export", "a8s quicky", ".txt");
#file($output, "text");
file $output;
int $result;

object $curObject;
shape $shape;
meshdata $mdata,$mdat1,$mdat2;
int $numPoints,$numfaces,$numsides;
int $totalP,$totaln;
int $ii,$jj;
int $tshape;
point3 $point,$m1,$m2,$m1f,$m2f;
float4x4 $transp;
string $aname,$bname,$cname;

/*(search mesh by name temp code) */

$aname = "cage";
$bname = "morph1";
$cname = "morph2";

for $tshape = 0 to 2 do {
if ($tshape == 0 ) {
$shape = project.curObject.LookupShape($aname);
if ($tshape == 1 ) {
$shape = project.curObject.LookupShape($bname);
if ($tshape == 2 ) {
$shape = project.curObject.LookupShape($cname);

$curObject = project.curObject; /*access the active object mode !*/
$output.print("#object \"%s\":\n",$; /*this line not needed in final script*/
$mdata = $shape.GetMeshData(); /*shape load the data*/
$transp = $shape.GetGlobalTransform(); /*transp search the data matrix !*/
$numPoints = $mdata.GetNumPoints(); /*counts the points*/

for $ii = 0 to $numPoints - 1 do {
$point = $mdata.GetPoint($ii);
$point = $transp.Project($point);
$output.print("$p.x = %.6g ; $p.y = %.6g ; $p.z = %.6g ; $index[",$point);
$output.print("%d", $ii);
$output.print("] = $face.AddPoint($p); \n");

$numfaces = $mdata.GetNumFaces();

for $ii = 0 to $numfaces - 1 do {
$numsides = $mdata.GetNumSides($ii);
for $jj =  0 to $numsides -1 step 1 do {
$output.print("%d",$mdata.GetFacePointIndex($ii,$jj) );
$output.print("$face.CloseFace(); \n");


current planning v0.3

~ reminder find out how to get script to print font (") to files
~ add a8s parameters to exported file

goal = (cage coordinate) +/- (morph cordinate) * by  100 = #parameter 

~finding the morph should go somthing like !
if ($point.x > $m1.x ) {
$m1f = $point.x - $m1.x;

if ($point.x < $m1.x ) {
$m1f = $point.x - $m1.x;


edit: haven't had time to play with scripts have an abandoned siberian husky pup which isnt  house trained yet keeping me on constantly on my toes ...much more difficult than a german shepherd to house train :'(

General Anim8or Forum / Re: Old anim8or versions?
« on: March 19, 2010, 09:59:06 pm »

Finished Works and Works in Progress / Re: Sammy Saddle-Tanker
« on: March 19, 2010, 03:45:45 pm »
great sammy face i can imagine you could do something like peter k song include and murge other classics like postman pat ,tommy the tugboat with thomas characters interacting ^ ^

i always been point per point / it think the term they give it nowadays is edge modeler ,in mho is best method to get the mesh you want
ears yes  the y shape crease in side them are a nightmare in low poly for me i prefer to cheat just texture the ear silhouette after haha

two morphs mixing by looks of it i may not even need to use attribute as parameters variation is already between 2 morphs

morph 1 complete
bet you cant gues who it is ?

General Anim8or Forum / Re: Running scripts
« on: March 18, 2010, 02:14:28 pm »
try anim8or preview version v97 issue mite be because script use functions not supported in v95 !

General Anim8or Forum / Re: Another question =P
« on: March 18, 2010, 02:12:56 pm »
6.1 i think although most games 2d has 3d as well because anim8or has an export plugin script for 6.1

Finished Works and Works in Progress / Re: yoda
« on: March 18, 2010, 02:03:02 pm »
great work ,the force will be strong in this one

nice high quality machine model ,i like how that plasma core texture looks motion active in the render

haha rellik420

gues this makes cage template seems complete
Next step making a puffy bloated morph and a narrow dissolved morph ! barry manilow and mike tyson are maybe two opposites that would work !?
The neck n-gon on this mesh 16 points to bridge to a body mesh

If you dont know of Lloyd or elimar48 then i was around befor your time !

yes general idea would be plugin ,itle maybe multiple attempts before it would be useful

(virtual pins) is just term i thought up as i was posting
it would just be single plugin shape maybe just cylinder in appearance ,with an int parameter to assign to ID group of vertice/ (points selection group)but specific to the scripted model so when pin would move and rotate so would the points but also extra parameter in the pin would change more shape to specific group (asl: scale_x ~ y ~ z non-unform scales)
each ID group would technically be a sub-parametric object controlled by assigned (virtual pin)
virtual pins could also then be used for other load script models !
as you see im thinking way to fare ahead on theory's on how to make the plugin haha

remodeled useing wirecage map as guide thanks $imon

i think i could keep it under 100k nice

haha thanks for tips yes i think model cage is way to high poly for what i intended il scrap it and try another 
Thanks for showing me that wirecage $imon its perfectly optimized im in love :D "the wire cage i mean"

I set my self a a steep goal to make face into a parametric with attribute options like bloated to dissolved to aged similar to morphs but each facial feature has its own attribute of course loads other stuff like like parting of eyes nostrils scale and offsets etc even non symmetry changes if it works.
so i need make sure polys are not wasted at same time allowing as many key features to make variations look as distinct as possible at same time keeping a8s small as well
3 theory's i have so fare is have a multiple magnet primitives (virtual pins) which linked to groups vertices from a loaded mesh command script or make multiple primitives then create some command that merge them together or have it single object with values change from the attribute editor menu

some cool models i also like the texturing from the previous work ,does this make human tool have division or decimate poly options to a template or is it like the daz3d app? i will check that tool asap thanks for tip

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