Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - selden

Pages: 1 [2] 3 4 ... 11
Finished Works and Works in Progress / Re: BC Coriolis
« on: January 30, 2018, 12:35:23 pm »
Looks great!

The ship design looks a little familiar ;)

Finished Works and Works in Progress / Re: Anim8or models for Celestia
« on: January 21, 2018, 01:56:41 pm »
Here's the announcement for some of my most recent efforts. As mentioned above, they need Celestia to have been installed. They should work under Windows, MacOS and Linux. Each includes both installation and operating instructions.
The preliminary Framework, Power and Mundilfoeri map Addons have all been updated. The Framework has increased dramatically in size to support additional interactions with the communication system used in the Neosol stellar system. They all work individually or in cooperation with each other and/or the original Resurgence Addon.

I consider these to be "Release Candidates." I think they've ready to be officially published, but would like others to test them for bugs or problems that I might have overlooked.

1.  (45 MB, expands to 68 MB, updated 16:30 EST, 19 Jan '18 )
 -- Adds maps of the Mundilfoeri planetary system.

2. (3.4 MB, expands to 4.2 MB, updated 16:30 EST, 19 Jan '18 )
-- Adds a battery to the Resurgence maps. v0.95 improves backdrop and explosion.
3. (19 MB, expands to 37 MB, updated 16:30 EST, 19 Jan '18 )
-- Adds several control icons at the bottom of the maps, in addition to some control over the things they display.
This includes elements of the Neosol Communication network.

Below are screengrabs of some of what is included in the updated Framework Addon. See earlier posts for images from the Mundilfoeri and Power Addons.

Framework cooperating and interacting with the original Resurgence Addon and with the Zeus Battery Addon.

Two 3D maps of the NeoSol communication network as provided in the Framework Addon.

Two control pages for the Neosol communication devices: a buoy used by the network and an interface to control the local connection to it.

Edited to add:
Almost all of the visible objects were created using Anim8or, including the buttons and the backgrounds. The exceptions are the hexagonal and circular meshes which consist of individual OpenGL lines. Those were created by programs which I wrote.  They defined those two objects using Celestia's native "CMOD" format.  It'd be nice if I could have used Anim8or to create them, but so far I haven't figured out a way to do that.

What 3D manufacturing process would you be using?

Direct 3D printing or some form of lost-wax process?

Finished Works and Works in Progress / Re: Dreamboat
« on: January 15, 2018, 10:23:07 am »
What renderer are you using?

Finished Works and Works in Progress / Re: Anim8or models for Celestia
« on: December 30, 2017, 09:17:22 am »
It's been slowly growing over a very long period of time. Unfortunately, some of the links to other sites are no longer valid, but vetting and updating them (either with links to their authors' new sites or to the Web Archive) can be quite laborious.

Finished Works and Works in Progress / Re: Anim8or models for Celestia
« on: December 20, 2017, 11:15:01 am »
I'm slowly adding some interactive 3D components to the Resurgence maps. (See link above.) Here's an example, providing them with a power source.

It seems to me that grouping and ungrouping should not affect the layer memberships of the group's members in any way, or at the very least that maintenance of its distinct layer memberships should be an option.

To hearken back to CC's reference to architectural design, it seems appropriate to be able to group together all of the meshes comprising all of the layers of a room ( electrical, plumbing, furniture, walls, etc) so one can copy that room from one building to another while preserving its layers.

General Anim8or Forum / Re: How to set default font?
« on: October 19, 2017, 07:36:32 pm »


It doesn't crash and it remembers the default font.

General Anim8or Forum / Re: How to set default font?
« on: October 16, 2017, 10:19:12 pm »
However, selecting the default font works great! Thanks!

General Anim8or Forum / Re: How to set default font?
« on: October 16, 2017, 10:10:10 pm »
Oops. Without making any changes (i.e. with the new Arc Rotate still the default), "Anim8or has stopped working" when I selected/opened an existing .an8 file which contains (among other things) multiple text strings, although the latter might be a red herring.

I've set Anim8or to be the default program used to open .an8 files.

In contrast, running Anim8or first, then using its "File -> Open..." menu item to open the same .an8 file doesn't crash.

A zip containing clipper.an8 is attached.

General Anim8or Forum / Re: How to set default font?
« on: October 13, 2017, 11:29:36 am »



Do you mean the .an8 model file? Actually I hadn't. Thanks for the suggestion!

General Anim8or Forum / How to set default font?
« on: October 12, 2017, 10:04:32 pm »
Is there any way to set the default font used for text in the Object Editor?
Is there any way to set defaults for the other fields in the Text popup menu?

I want to have about a dozen 3D text strings around an object. Unfortunately, whenever I select the Text tool it defaults to Ariel. The font I'd prefer is quite a ways down in the list of fonts shown by the Text popup, Scrolling through that list for each string can be rather awkward and time consuming.

I couldn't find any mention of setting default values for any of the fields of the Text popup in the online documentation for the Object Editor.

It'd be really nice if the values one types into the Text popup menu (other than the position) were remembered for use for the next time.

ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 01, 2017, 11:04:08 am »
How do I "bind" an url to words so the url wont be visible and the words themselves become blue-ish and clickable
You do this by including the URL in the initial [ url ] tag, and placing the visible text in between [ url ] and [ /url ] tags like this:

[ url="" ] CMOD export script by Selden [ /url ]
but without the spaces in the tags.

CMOD export script by Selden

You obviously are not looking at the picture while wearing appropriately tinted Puritanical glasses.

Some regions of the U.S. are *extremely* conservative. I don't know if that might be the background for the instructor who's voicing the objections, of course. However, to someone with that background, a non-human who exhibits human physical attractiveness and is wearing clothing which is designed to display that attractiveness (bare midrif and short shorts) is going to be quite distressing.



That'll help a lot.

Pages: 1 [2] 3 4 ... 11