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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 - cooldude234

Pages: 1 2 3 [4] 5 6 ... 60
46
Thanks raxx!
Should help when including images that are 3840x2160 and trying to view them on a 1920x1080 tablet :D

47
Less of an anim8or.exe sort of thing :P
but steve are you planning on adding a few extra features to the forums (like image size?)
I know smf has these features (or at least plugins for them) but considering I haven't really messed with html or smf all that much I don't know what the implications are to implementing this sort of things.
Another issue I find with he forums are youtube videos embedded can't be full screened (which is annoying when the video is literally 2 inches wide on my screen).

48
Nidhogg in space?  ;D

It looks very rounded out and I can't wait until I can see it in its entirety!

49
I think we all miss-understood your question  ::)
I think what you are referring to is a shadow catcher... which is not feature.


Ask Steve about it *nudge* *nudge*

50
General Anim8or Forum / Re: Hi guys!
« on: January 04, 2016, 12:17:40 am »
Now before you guys tell me anim8or's not receiving updates anymore, I'm aware of this

Now that would be where you are wrong (so very wrong) :P
But no matter anyways welcome to the forums.

51
Not a feature.

52
Ongoing Anim8or Development / Re: Topo Tool
« on: December 31, 2015, 11:22:19 am »
Ah that would explain the photo uploading problem I had :P
Hope you get it fixed for all our sakes ;p

53
Well I am in the progress of making a video explaining the current progress of the engine and I am hoping to get that out this week sometime before the new year.
In the mean time however I have decided to make a smallish post somewhat directed at Raxx here (hint hint);p

So while I was on holiday time I took another look at random point generation on pollygons (once again specifically a 3D triangle) this time being successful. At first I was trying to generate a value for one side of the triangle and get a horizontal line for this by getting the same distance from vertex A at the adjacent line and then generating a random value between those points. I realized this was wrong for it favoured vertex A and gave a higher probability to generate more points near it (because vertex A had less space near it between the two edges it was connected to).



I also named the two lines I was generating values for U and V which is wrong in the Barycentric sense (since Barycentric coordinates is all about balanced raitos of mass). At this point (and after many different rough sketches) I decided to take another look at the barycentric system and found the formula for the barycentric collision detection. I took a look at it and decided to do it in reverse (instead of trying to find U and V in the formula I substituted for U and V with a random value).

This is the formula (Where A B C is the vertices of the triangle, and U and V is the coordinates)
A + U * (C - A) + V * (B - A)

So I substituted for U and V with a random value between 0 and 1 (as a floating point). But doing so results in a square of random points. This is because when the sum of U and V are greater than one, the point the formula makes will be outside of the triangle (if the numbers are below zero they will be as well but in the opposite direction). Once again I set out to solve this and it took me a while, with some attempts favouring A B or C (or all but the center) before I realized the simplest solution.
I simply have an if statement to check whether the sum of U and V is greater than one. If it is then I just flip the values from one by taking a value of 1 and subtracting both the UV coordinates (individually) moving the points outside of the triangle back onto it and evenly without any favouring.

In pseudo code it looks like this

U = random_value_between (0,1)
V = random_value_between (0,1)
   if (U+V > 1.0)
   {
      U = 1 - U
      V = 1 - V
   }   

GeneratedPoint = A + U * (C - A) + V * (B - A)


So if you want to use this for your phur scripts raxx go head its ridiculous fast.
I can generate 1,000,000 points along a single triangle in about 0.249605 seconds
and 1,000 in 0.000247805 seconds on a i7-4770k processor.






EDIT: Image uploading works again, thank-you Steve!

54
Finished Works and Works in Progress / Re: Works
« on: December 27, 2015, 09:02:05 am »
Whats the song it's awsome! (both the song and vid :D )

55
Ongoing Anim8or Development / Re: Trackball in the Scene Editor
« on: November 25, 2015, 07:42:14 am »
What originally inspired the thought was this:

 I was going to suggest that perhaps the trackball needs to be able to be turned on and off, for situations as in the pic above.
 

I think what should be done here instead is have all the bones selected to have one big track ball which rotates all the bones selected around the most base bone's (from what is selected) origin.

56
General Anim8or Forum / Re: Complex materials
« on: November 25, 2015, 07:37:40 am »
YAY my one wish will come true ;p

57
General Anim8or Forum / Re: Anim8or program list page-broken links
« on: November 18, 2015, 07:42:13 am »
I've cleaned up the dead links :)

thanks

58
General Anim8or Forum / Re: Anim8or program list page-broken links
« on: November 15, 2015, 07:39:36 pm »
Yea its something Steve needs to fix, some of those links have been down for almost a decade :P

59
Finished Works and Works in Progress / Re: Skull Face the Reaper
« on: November 14, 2015, 03:44:52 pm »
I really like the drawn work here with it's more chibi style to it, however that doesn't make the render bad either!
My only complaint is that aliasing going on there.

60
you should make an animation where the plane lands on the train.
There's nothing like an anim8or air show ;D

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