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Messages - BOB_I_Ts

Pages: 1 ... 7 8 [9] 10 11
121
General Anim8or Forum / Re: utilities for anim8or. ???
« on: March 23, 2010, 04:28:03 pm »
hello been long time since i have looked for utilities but i still have quite allot of bookmarks

links that still work

Leslies terranim8or app
http://biederman.net/leslie/terranim8or/terranim8or.htm

the doctors crowds app
http://members.multimania.co.uk/bizarrenine/Crowds/main.html

texels site supports an8 format
http://texel3d.free.fr/index_en.html

Johnars online app generates global lighting
http://members.multimania.nl/jonim8or/GImaker2.html

last update to my website was from 2007  :-X
http://homepage.ntlworld.com/w.watson3/main/files/
http://homepage.ntlworld.com/w.watson3/main/parameteric.html
http://homepage.ntlworld.com/w.watson3/main/command.html
edit oops forgot this page to
http://homepage.ntlworld.com/w.watson3/main/an8ProgList.htm

122
ASL Scripts / Re: assistant~script reverse normals !
« on: March 22, 2010, 05:59:42 pm »
Duh slaps head so obvious.

"for $jj =  0 to $numsides -1 step 1 do {---}" thanks for reminder it will certainly  reduce the mountain of cords 630 point3 coords :-\

asl doesnt search morph data that im aware of so id need to probably separate morphs into mesh of same curobject then rename them so script can search and compare them (after all the point index should still be identical !) then tweak exporter with something like
if point3 > do morph value - parent value */which should return morph coordinate !
then if point3 < do parent value - morph value
then == skip print  $ii = $ii + 1
... anim8or asl will practically write script for me i hope .... john connar shouldn't be worried about sky net he should worry about asl.

123
General Anim8or Forum / Re: Projections
« on: March 22, 2010, 11:22:53 am »
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.

124
ASL Scripts / Re: Materials Tutorials - finished
« on: March 22, 2010, 11:12:02 am »
 8) thanks Jdez

125
ASL Scripts / assistant~script reverse normals !
« on: March 22, 2010, 11:10:12 am »
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($output, "text");
#return($result);
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 !*/
$output.print("#object \"%s\":\n",$shape.name); /*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);
$output.print("$face.OpenFace(0,4);");
for $jj =  0 to $numsides -1 step 1 do {
$output.print("$face.VertexN(");
$output.print("%d",$mdata.GetFacePointIndex($ii,$jj) );
$output.print(");");
}
$output.print("$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;
$output.print("-%d",$m1f.x);
}

if ($point.x < $m1.x ) {
$m1f = $point.x - $m1.x;
$output.print("%d",$m1f.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 :'(

126
General Anim8or Forum / Re: Old anim8or versions?
« on: March 19, 2010, 05:59:06 pm »

127
Finished Works and Works in Progress / Re: Sammy Saddle-Tanker
« on: March 19, 2010, 11:45:45 am »
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 ^ ^

128
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

morph2.wmv
two morphs mixing by looks of it i may not even need to use attribute as parameters variation is already between 2 morphs

129
morph 1 complete
morph1.wmv
bet you cant gues who it is ?

130
General Anim8or Forum / Re: Running scripts
« on: March 18, 2010, 10:14:28 am »
try anim8or preview version v97 issue mite be because script use functions not supported in v95 !

131
General Anim8or Forum / Re: Another question =P
« on: March 18, 2010, 10:12:56 am »
6.1 i think although most games 2d has 3d as well because anim8or has an export plugin script for 6.1

132
Finished Works and Works in Progress / Re: yoda
« on: March 18, 2010, 10:03:02 am »
great work ,the force will be strong in this one

133
nice high quality machine model ,i like how that plasma core texture looks motion active in the render

134
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

135
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

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