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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

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61
OK that's enough inappropriate posts. Consider this discussion closed.
What was inappropriate here? Am I just being blind right now?

62
I think it would be awesome if anim8or just checked the project files local directory (the folder that the .an8 file is located in) for the textures.
Of course having it as an option (maybe in a project properties dialogue somewhere).

63
you really like your words don't you XD
Looks good though

;)

64
General Anim8or Forum / Re: Back home and working on next release
« on: October 23, 2015, 06:49:10 am »
glad to hear I'm not the only one I meant to say, I feel your pain.  :P
I'm trying to do a platter swap with a hard drive with some MAJOR important data (my whole life in the past 7 years pretty much)

65
rotation with the track ball is great. There's only two things I wish were added/fixed.
1 being that when I zoom out the track ball doesn't really match the size of the bone relevant to the screen size (basically the minimum size of the track ball needs to be smaller).
2 I cannot rotate on the z axis that is always relevant to the camera's direction (the circle that always is on the outside of the track ball should allow me to rotate the bone that direction).
Other than that it's pretty darn awesome!

(PS. joint limits are really useful for a rudimentary self collision system. Ie like when a leg comes in to contact with it's self. Although I've used them more in other applications than anim8or, I still think they have significant value here. (also I plan on adding them to my engine, reading the values from a .an8 bone properties) just thought I'd let you know).

66
General Anim8or Forum / Re: Back home and working on next release
« on: October 19, 2015, 04:21:06 am »
Hey I've been to those forums (can't remember what for though >.> ).

67
Finished Works and Works in Progress / Re: Movie - WAR IN HEAVEN‏
« on: October 18, 2015, 07:21:21 pm »
wow I haven't seen this in a long while.

68
Finished Works and Works in Progress / Re: Cute Droid Model
« on: October 14, 2015, 08:05:43 am »
That's not a meme, but it looks great.

69
General Anim8or Forum / Re: Anim8or on Touchscreen Computer
« on: September 22, 2015, 02:51:52 am »

NICE, I have the older version of that yiynova model with the slightly better pen :D

70
General Anim8or Forum / Re: Two questions about the F8ce plugin.
« on: September 19, 2015, 03:08:35 am »
Stick the script file in the same folder anim8or is located in. Anim8or will recognize all files of that type within that folder.

72
Right now forward rendering all done in an uber-shader. I plan on implementing various forms of lighting for different use cases.

73
[/youtube]

Ps, I haven't gone to sleep yet.

74
Finished Works and Works in Progress / Re: Trying out new hair technique
« on: September 08, 2015, 01:31:46 am »
I was going to comment when you first posted this saying that this reminds me of a few games out there, but I just can't remember who else did this style of hair. However I do believe that the games I am thinking of had used separate pieces of geometry rather than one solid piece.
Either way this looks awesome and looks very optimized!
I kinda want to see this in a geometry shader and have physics applied to it :P

75
Been focusing heavily on the sound part of the engine the past week and I finally got a high quality sample rate conversion working on the fly.
I'm having it set up by default to re-sample any sounds loaded into the engine to be the same with what the system is playing back audio on.

Because if you run audio that was recorded at 96000 samples per second and you try playing it back at the more standard 44100 it will sound very deep and low tone; and when you do the opposite, playing audio from a low sample rate (like 22050) to a higher sample rate it would sound high pitched and be played back very fast (like the chipmunks).

So this is where re-sampling comes in handy. If you are running your audio device at a higher or lower sample-rate the engine would re-sample the audio to match the correct sample-rate to make sure things sound correct. This pretty much involves going through every single audio sample there is and finding where the new sample would lie (time wise) one the original and interpolating between the original samples to get the new one. Right now I just have a linear interpolation implemented for this job but I will hopefully add support for other forms of interpolation (for even more high quality).

I posted a screenshot with some debug info on it to help illustrate how efficient this is for on the fly conversion.
Heldon's song, Perspective II is about a 3 min song but has 48000 samples per-second with a total of 9387520 samples.
Converting all that to 44100 to about 0.639272 seconds. Considering this really only needs to happen once per audio file and there wouldn't be that many long audio files being loaded up at once I am extremely happy with the result; and if you look at the result for chime3, a much smaller audio file (about 10 seconds long at 96000 samples a second), you can see how feasible this would be for many small files.


Right now I have it setup like this, Sound = LoadSound (filename); PlaySound (Sound); And the engine takes care of the rest.
In the end I'm going to aim for having the user just load a sound and play it and it would work by default and then giving them the option to do all this manually for more advanced uses.

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