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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 - BOB_I_Ts

Pages: 1 ... 8 9 [10] 11
136
Finished Works and Works in Progress / Re: Character Anim8ion
« on: March 16, 2010, 12:42:45 pm »
some really good sync in juggling animation johnar  the the first video of catching his own javelin was hilarious

137
hi im new to 3d  ;D not but has been a while since i have
recentWIP.jpg
first model WIP in anim8or v9.7c
non sub-d mesh is based from the reference image in background so its not completely anatomically correct

non sub-d face has become plugin f8ce project click here ---> F8ceBodyWIP.an8 to see current progress

138
General Anim8or Forum / Re: Another question =P
« on: March 15, 2010, 07:25:08 am »
4 distinctive 3d game making suits that i remember

http://www.alice.org/ unsure how it has changed but it used to be like the online game "second life" but you could actualy build every thing useing vrml teddy2 moddeler

darkbasic http://darkbasic.thegamecreators.com/ comercial game desginer requires scripting but has big community and tutoral database

gamemaker http://www.yoyogames.com require almost non scripting at all apparently the version 6.1 is now no longer supported making it abandonware check there forum and you should see some register keys to get this version for free
anim8or can export static models to game maker

click teams multimedia fusion  http://www.clickteam.com/website/usa/downloads creation tool almost identical to game maker ,im unsure if there retired product section is trial or shareware but games factory 2d game maker was free

139
General Anim8or Forum / Re: discribing anim8or
« on: March 14, 2010, 07:40:36 am »
i took break from 3d and began playing mmos but hope to return back to my 3d hobbie

140
ASL Scripts / Re: !Attributes
« on: March 14, 2010, 07:23:45 am »
Good when finish revising some old scripts im imagining somthing like a face generation primitive were attributes will reform facial regions ... but not just just yet so fare i only managed to decrease old pi script from 195 to 88 lines in notepad excluding u,v which i think was  ratio 1.0 from bottom left  = 0,0 to top right 1,1 !

141
General Anim8or Forum / Re: discribing anim8or
« on: March 13, 2010, 06:22:52 am »
Anim8or is a 1.96 mb polygonal sub-d mesh modeller with animation and rendering capabilities
Anim8or can also supports scripting language so that user can incorporate there own tools as well as animation using quaternion angles
Anim8or user can also script export text based formats like common wavefront *.obj which can be imported into multiple 3d software's including cad or vice versa

142
ASL Scripts / Re: convert to sub then back to mesh
« on: March 13, 2010, 05:48:31 am »
Kubajzz has a script in the script database topic here unsub.zip does that help ?

143
ASL Scripts / !Attributes
« on: March 13, 2010, 05:38:03 am »
I notice attributes editor in anim8or see that it is use for rendering.

can attributes be used to change values in asl scripts as well if plugin required more than 10 parameters ?

144
ASL Scripts / Re: flat planes : generate in rows and column
« on: March 13, 2010, 05:26:02 am »

Thank you so much for demonstrating working example and the correct method Kubajzz
I never have been natural typing in languages but as always i jump in deep end.... but if i didn't
i wouldn't get help of and information from great people like you ;D.
i was also unaware of the "for"  "to" and "for" "step" condition's

i will redownload as many a8s as i can hopfully i can make some tools maybe eventually even something useful and improve as i go

145
ASL Scripts / Re: flat planes : generate in rows and column
« on: March 12, 2010, 11:47:59 am »
wow never be refereed as a legend thank you for the complement headwax your awesome

current code change in face generation code is as follows
Code: [Select]
/* temp code faces should fill first cell */

int $face,$cut,$total;

$cut =  1;
$face = 1;
$total = $xd * $zd ;

if ($face < ($total + 1) ) {
for $face = 1 to ($total + 1) do {
$grid.OpenFace(0,0);
if ($face == (($cut * $xd) + $cut)) {
$cut = $cut + 1;
} else {
$grid.VertexN($face);
$grid.VertexN($face + 1);
$grid.VertexN($xd + ($face + 2));
$grid.VertexN($xd + ($face + 1));
$grid.CloseFace();
$face = $face + 1;
}

}
}
$grid.Close();

Issue is even though if cut command removes the diagonal lines the face cells don't equal the total ! im missing something yet again meh

146
ASL Scripts / Re: flat planes : generate in rows and column
« on: March 12, 2010, 03:13:03 am »
obvious i was thinking of the sequence in reverse

Code: [Select]
#plugin("object", "mesh", "gridtest");
#parameter("x division", int, 3, 1, 10);
#parameter("z division", int, 3, 1, 10);
#parameter("X scale", float, 40, 2, 1000.0,scale,scale_x);
#parameter("z scale", float, 40, 2, 1000.0,scale,scale_z);
#return($grid);
#button(24, 24, 2, 0x0000000000, 0x0000000000, 0x0000000000, 0x0000000000, 0x0000001800,
0x0000001800, 0x0000000000, 0x0000000000, 0x0000001800, 0x0000001800, 0x0000001800,
0x0000001800, 0x0000001800, 0x0000001800, 0x0000001800, 0x0000001800, 0x0000001800,
0x0000001800, 0x0000001800, 0x0000001800, 0x0000001800, 0x0000000000, 0x0000000000,
0x0000000000);

shape $grid;
float $xs,$zs,$stepx,$stepz; 
int $xd,$zd,$index[201],$i,$j,$k,$l,$face,$total;
point3 $p;

$xd = parameter("x division");
$zd = parameter("z division");
$xs = parameter("X scale");
$zs = parameter("z scale");

$stepx = $xs/$xd;
$stepz = $zs/$zd;
$l = 1;
$total = $xd * $zd;
$face = 1;

$grid.Open();

$index[$k] = $grid.AddPoint($p);

for $i = 1 to ($zd + 1) do {

$index[$k] = $grid.AddPoint($p);

for $j = 1 to $xd do {
$p.x = $p.x + $stepx;
$index[$k] = $grid.AddPoint($p);
$i = 1;
}
$p.z = $l * $stepz;
$l = $l + 1;
$p.x = 0;
}

/*draw face's start here*/
if ($face < $total) {
for $face = 1 to $total do {
$grid.OpenFace(0,4);
$grid.VertexN($face);
$grid.VertexN($face + 1);
$grid.VertexN($xd + ($face + 2));
$grid.VertexN($xd + ($face + 1));
$grid.CloseFace();
$face = $face + 1;
}
}
$grid.Close();

my next problem solving the mystery of the normals
seems that the faces break on the last row hmmm.....

147
ASL Scripts / flat planes : generate in rows and column
« on: March 11, 2010, 10:20:38 pm »
Hello Anim8ors been long while since i have been involved with code or 3d modeling ,*shakes fist at MMO's for making me forget every thing

any way i thought i try refresh my mind on a8s
i want to create a simple flat plane with division attributes

just example of 3 x 3 grid and vertice # order
current script which attempted to do above failed in console

Code: [Select]
#plugin("object", "mesh", "gridtest");
#parameter("x division", int, 3, 1, 10);
#parameter("z division", int, 3, 1, 10);
#parameter("X scale", float, 40, 2, 1000.0,scale,scale_x);
#parameter("z scale", float, 40, 2, 1000.0,scale,scale_z);
#return($grid);
#button(24, 24, 2, 0x0000000000, 0x0000000000, 0x0000000000, 0x0000000000,

0x0000001800,
0x0000001800, 0x0000000000, 0x0000000000, 0x0000001800, 0x0000001800,

0x0000001800,
0x0000001800, 0x0000001800, 0x0000001800, 0x0000001800, 0x0000001800,

0x0000001800,
0x0000001800, 0x0000001800, 0x0000001800, 0x0000001800, 0x0000000000,

0x0000000000,
0x0000000000);

shape $grid;
float $xs,$zs,$stepx,$stepz; 
int $xd,$zd,$index[201],$i,$j,$k,$l;
point3 $p;

$xd = parameter("x division");
$zd = parameter("z division");
$xs = parameter("X scale");
$zs = parameter("z scale");

$stepx = $xs/$xd;
$stepz = $zs/$zd;
$l = 1;

$grid.Open();

$index[$k] = $grid.AddPoint($p);

for $i = 1 to ($xd + 1) do {

$index[$k] = $grid.AddPoint($p);

for $j = 1 to $zd do {
$p.z = $p.z + $stepz;
$index[$k] = $grid.AddPoint($p);
$i = 1;


}

$p.x = $l * $stepx;
$l = + 1;
$p.z = 0;
}


/* temp code faces should fill first cell */
$grid.OpenFace(0, 4);
$grid.VertexN($index[0]);
$grid.VertexN($index[1]);
$grid.VertexN($index[5]);
$grid.VertexN($index[4]);
$grid.CloseFace();
$grid.Close();
edit : fixed typos in code

How would we go about fixing this code !?.

148
ASL Scripts / Re: Texturing Scripts
« on: October 21, 2009, 01:49:48 pm »
i made one using cube maps for a toon ink output
material_ink.zip extract all into your script folder then use script>run script

149
ASL Scripts / Re: PrinttoString file function
« on: July 22, 2008, 05:16:06 am »
been while since tried scripts but $tostring has to have an input befor it can output print !
 somthing like $tostring = $fname ; is missing
only time i used strings was umm ...
this one export_materialv1.a8s maybe helpful reference !

150
ASL Scripts / Re: The Plane Primitive
« on: January 31, 2008, 02:30:37 am »
Hey all
I was trying to figure out a script by Tyson Collins (AKA Null) and I was wondering if someone could explain to me some of the things Here's the script I added some questions which are blue. One last thing where does it say in the script which points are where.

#plugin("object", "mesh", "plane"); I understand this it's the name and type
#parameter("side", float, 10.0, 0.001, 99999, scale);this parameter are mouse rules for the shape 1st is name for the dialog 2nd parameters is type of counter used 3rd is default/start scale 4th is min scale 5th max scale and last parameter tells animator to scale object
optional 7th can be added to locked to x,y or z scale per viewpoint when using non-unform scale tool by adding for example edit line "scale,scale_y);" at the end

#return($plane); this declares the object
#button(17, 25, 2,
    0x00000000, 0x00000000, 0x0fffffff, 0x00010001,
    0x00010001, 0x00010001, 0x00010001, 0x00010001,
    0x00010001, 0x00010001, 0x00010001, 0x00010001,
    0x00010001, 0x00010001, 0x00010001, 0x00010001,
    0x00010001, 0x00010001, 0x0fffffff, 0x00000000,
    0x00000000, 0x00000000, 0x00000000, 0x00000000,
    0x00000000);
shape $plane;   these are the elements/counters used in the script
int $side,$i;
point3 $p;
$side = parameter("side");

$plane.Open();
$plane.OpenFace(0,4);
TextCoord are the U,V texture coordinates fixed to the point textcoord must be set before the point is drawn
$p.x = -$side;
$p.y = 0;
$p.z = -$side;
$plane.TexCoordN($plane.AddTexCoord((0,1)));
$plane.VertexN($plane.AddPoint($p));

$p.x = $side;
$p.y = 0;
$p.z = -$side;
$plane.TexCoordN($plane.AddTexCoord((1,1)));
$plane.VertexN($plane.AddPoint($p));

$p.x = $side;
$p.y = 0;
$p.z = $side;
$plane.TexCoordN($plane.AddTexCoord((1,0)));
$plane.VertexN($plane.AddPoint($p));

$p.x = -$side;
$p.y = 0;
$p.z = $side;
$plane.TexCoordN($plane.AddTexCoord((0,0)));
$plane.VertexN($plane.AddPoint($p));

$plane.CloseFace();
$plane.Close();


If someone could please help me I would really appreciate it. Thanks
maybe of interest i did shape based from Tysons script uvblock.an8 which shows use of the scale_# parameter were you can change the uv of the block using xy of non-unform scale tool or hold right mouse down to scale shape "z" from front view
Remember to apply a texture to block after  ;D

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