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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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Topics - selden

Pages: 1 [2]
16
Finished Works and Works in Progress / Modeling for the Gaea trilogy
« on: June 20, 2016, 08:10:39 pm »
A recent personal project has been to model a couple of the objects described in John Varley's Gaea trilogy.

I use Anim8or to create the models and Celestia to display them.

I've been posting some of my preliminary efforts at http://celestiaguru.blogspot.com/

Here are a couple screengrabs, early versions of Gaea and of DSV Ringmaster.





17
Long ago I stumbled across a menu in Anim8or where one could select the type of projection used to place a texture on an object mesh -- cylindrical, cube, etc. Unfortunately, now I can't find it. 

Was I dreaming?

If not, how does one invoke it?


18
ASL Scripts / How to retrieve a texture's BlendMode ?
« on: October 28, 2015, 11:05:33 pm »
How can I retrieve the BlendMode associated with a Texture in the export script that I'm working on?
(I'm trying to improve the functionality of my CMOD export script.)

The documentation at http://anim8or.com/scripts/spec/index.html shows "int GetBlendMode(int mode);" to be an element of  "struct material" except that can't be right. That would allow only one BlendMode per material, while there actually can be many BlendModes in a material, one associated with each of a Material's Textures. Unfortunately, my attempts to retrieve it as if it were an element of a texture structure don't work. :(




19
Anim8or v0.98 Discussion Forum / Can't import .LWO models: missing LWOBJ
« on: October 20, 2015, 11:14:06 pm »
When I try to import a Lightwave .lwo model file, Anim8or fails. It generates an error popup complaining

Just so you'd know...
Missing LWOBJ

Where can I get a copy of "LWOBJ" and where should it be put?
I have a trial version of Lightwave v 2015.3 installed, but it does not include any file with that name.

Edited to add: this failure is seen in Anim8or v0.98 and v0.98a [build 1185]

20
What's the maximum size of an OBJ mesh that Anim8or can import?

I tried to import a 724MB OBJ mesh (2Kx2K subdivisions: 4 million vertices) which had been created and exported by Blender, but Anim8or crashed.  :(

A smaller version of the mesh (173MB, 1Kx1K subdivisions: 1 million vertices) imported with no problems.

----
I'm trying to create a 3D map for use in Celestia. Here are low resolution screengrabs of the 1K mesh with a couple of different surface textures.

21
Bug:

It would be nice if Anim8or did not need to be run once from an Administrator account.

The first time Anim8or (any version, including the most recent v0.98a [build 1179]) was ever run under Windows 7 (x64 Enterprise in this case), it crashed immediately with no error messages when it was run from an account that did not have administrator privileges.

It crashed (with no error popups) every time it was run until it was been run once from a privileged account.

When it was run from an Administrator account, it ran with no errors.

When it then was run from a non-privileged account, it generated an error popup complaining that it could not register a file type but otherwise seemed to work fine.

The next time it was run from the same non-privileged account, no error popup appeared and it worked fine.

My guess is that when it was crashing, it was trying (and failing) to create an entry in the system registry and was not failing gracefully. If that is what was happening, it'd be nice if it tried only to create entries in the registry of the non-privileged user.


22
Problem:

When a taper modifier is applied to a 16 sided cylinder, the texture
which had been applied to the cylinder is distorted on the result. The squares drawn in the texture are stretched irregularly.

The texture's coordinates should be stretched linearly, just as the
points in the model are.

I tried cutting the cylinder's facets to provide more xyz coordinates
for the texture to be "anchored" to, but that made no difference
whatsoever.


The attached zip file includes a model which has a cylinder before being tapered and the results afterward. I've also included a text file describing how to reproduce the problem.


23
General Anim8or Forum / Can one change the mouse precision?
« on: May 30, 2009, 11:11:47 am »
Is there a settable option somewhere which can increase the resolution of mouse control?

In the object editor, one can use the mouse to move an object in extremely small increments: placement seems precise no matter how much magnification is being used.

However, this is not the case for rotation, scaling or UV placement. They all have rather coarse increments when using the mouse. This makes it very difficult to orient or size objects precisely.

Scaling and rotation can be set much more accurately when using their numeric menu options, but it usually takes a half-dozen tries for me to find the right values. Also, there seems to be no corresponding set of numeric controls for UV placement. Am I overlooking them?


24
Symptom:
Anim8or v0.97d crashes with no error message: its window simply disappears.

To reproduce:
Load torus.an8 which is included in the attached zip file
switch to point-edit mode
select all faces
select Edit/Subdivide faces (U)

Anim8or disappears without even a *poof*

The zip file includes some comments about how the torus was created.

25
General Anim8or Forum / how to tile textures around a cylinder?
« on: April 25, 2009, 11:17:49 am »
Is there any way in Anim8or to tile a texture around the curved surface of a cylinder? The UV tool tiles textures but just does face-on projections.

Will I have to create the cylinder out of a bent cube which already has been textured?

Googling the Web and searching the forum didn't find any discussion of this, but maybe I used the wrong search terms.

Thanks for whatever help you can provide.

26
General Anim8or Forum / Build/Subdivide faces breaks joined solids
« on: April 25, 2009, 10:52:14 am »
When I try to subdivide an object created by joining solids, the original objects are subdivided individually, breaking apart the joined object.

Is there any way I can prevent this, or is it a bug in Anim8or?

I haven't been able to find any mention of this problem in the forum or the manual. Have I overlooked it?

Here's a picture of the result after joining two cylinder meshes and doing a merge points (so there's no gap between the original meshes) followed by a build/subdivide faces. Build/ create subdivided breaks joined solids in the same way.


27
General Anim8or Forum / bug: cuts create spurious surface extensions
« on: March 30, 2009, 12:09:23 pm »
The following sequence of commands causes surfaces to extend beyond their edges. Sometimes this can be "fixed" by additional cuts, other times the cuts cause other spurious surface extensions to appear.

[edit] This bug can be seen in Anim8or v0.97d [/edit]

1. open Animator (in object edit mode)
2. create a cube primitive
3. convert to mesh
4. switch to point edit
5. make two cuts across only the top line
  there now are four points in the top line,
  call them 1,2,3,4 from left to right
6. select the two points at the top right (points 3 & 4)
7. move them upward

bug: a diagonal (grey) surface extension appears between points 1 & 3.
It's an extension of the cube's front and rear surfaces.
This should not have happened: point #2 represents the ends of an edge cut across the top of the cube between the front and rear edges.

Here's a view of the result, with the front rotated down slightly, showing the edges created by the cuts and the inappropriate diagonal extensions of the front and rear surfaces.

28
The script I've been using to export CMOD models no longer works when run under v0.97b.
No error messages are generated.
It works fine with v0.97a.

The script writes two output files, one listing all materials, the other contains the mesh and vector lists.
An empty material file is written under v0.97b.

The script has not been changed since November 11, 2006.

It's available at http://www.lepp.cornell.edu/~seb/celestia/files/export_cmod_plugin.a8s
(500 lines, 17KB)

29
When running either Anim8or v0.97a or v0.97b, I discovered that they're generating a script error message when loading scripts but do not indicate what script has the error. All of the scripts listed claim to have 0 errors. See below.

Here's the output seen in the debug window:
Code: [Select]

Compiling "C:\ScsiData\3DModlers\anim8or\export_cmod_plugin.a8s":
507 lines 0 errors
Compiling "C:\ScsiData\3DModlers\anim8or\loft.a8s":
226 lines 0 errors
Compiling "C:\ScsiData\3DModlers\anim8or\loft2.a8s":
329 lines 0 errors
Compiling "C:\ScsiData\3DModlers\anim8or\material_1.a8s":
37 lines 0 errors
missing or invalid directive, script not installed
Compiling "C:\ScsiData\3DModlers\anim8or\spring_plugin_1.a8s":
231 lines 0 errors
Compiling "C:\ScsiData\3DModlers\anim8or\torusa_plugin.a8s":
82 lines 0 errors
Compiling "C:\ScsiData\3DModlers\anim8or\torus_plugin.a8s":
82 lines 0 errors

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