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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 - selden

Pages: 1 ... 9 10 [11]
151
General Anim8or Forum / Re: How to make a hole in a mesh?
« on: March 11, 2009, 11:56:45 am »
Cutting rectangular holes is relatively easy in Anim8or.
Once you've created a round hole in a rectangular setting, you can insert it into other objects. This works reasonably well for portholes, at any rate.

152
General Anim8or Forum / Re: Moving Billboards
« on: March 11, 2009, 11:53:15 am »
If you make all of the vertical faces the same width, you could display four different images. This wouldn't work so well in reality because the vertical bars would have to be farther apart than with thin slats. It'd work fine in graphics if you don't mind them interpenetrating.

153
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 10, 2009, 11:50:28 pm »
Thanks for clarifying.

I did the equivalent (I think) with the parallelopipeds I've been working with:
cut them across several times near the ends, selected the vertices created by the cut, and did an appropriately sized uniform shrink: I shrank the vertices at the end of the box more than the ones closer to the center.

It'd be really nice if this didn't have to be done manually: which was the feature request.





154
General Anim8or Forum / Re: Moving Billboards
« on: March 10, 2009, 09:45:31 pm »
The Wikipedia article on sprites discusses them.
"More often sprite now refers to a partially transparent two dimensional animation that is mapped onto a special plane in a 3D scene. Unlike a texture map, the sprite plane is always perpendicular to the axis emanating from the camera. The image can be scaled to simulate perspective, rotated two dimensionally, overlapped with other objects, and be occluded, but it can only be viewed from the same angle. This rendering method is also referred to as billboarding."

See http://en.wikipedia.org/wiki/Sprite_(computer_graphics) for details.

155
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 10, 2009, 09:42:21 pm »
bamman62,

Unfortunately, your example is a large increase in polygon count, with more needed as the smoothness of the edges is improved.

My "cubes" start with only 8 vertices while your example has almost 1000. Your example could be reduced to about 300, though. (Only three sets are needed in the long dimension, not 10.)
My "cut a cylinder" hack has only about 40 vertices. (20 at each end)

I'm designing models for realtime 3D graphics, so low poly count is essential.

156
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 10, 2009, 06:15:55 pm »
$imon,

Thanks for the reminder about bevel!

Unfortunately, it doesn't do what I want :( At least not easily.

I'd like to round off all the edges and corners of a "cube". In other words, I think that
I'd like to do multiple levels of bevelling on each edge of a "cube", including the intersecting corners. Multiple clicks while the bevel operator is selected does very strange things. One has to go back and select "edge selection", select one of the new edges, then bevel just that one edge. That's a lot of work. And it does nothing for the corners :(

157
General Anim8or Forum / Re: Moving Billboards
« on: March 10, 2009, 05:30:39 pm »
Guys,

Don't forget that in 3D graphics, the word "billboard" has a special meaning, which has nothing to do with the big signs you see along highways. I'm still confused as to which johnar means.

158
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 10, 2009, 05:24:17 pm »
Like Bamman62, I've been reading through all the docs trying to find a "make edge round" command, but haven't found one. My current workaround only works for four of the edges of a rectangular object: I make a cylinder and stretch its quadrants to become the edges. Presumably one can do the same with a sphere, but it's a lot harder to select the 8 "corners".

159
Steve,

Thanks again.


160
Steve,

Thanks!

s.

162
Kubajzz,

Anim8or should list the names of all of the scripts that it is trying to load, whether or not they fail to load. There is no way to know a priori if anim8or might happen to have another bug which prevents some scripts from loading with no error messages whatsoever.

Also, when many scripts are involved, and if more than one has a bug, it can be very difficult to find the ones that are not listed.

While one can in principle search through the scripts directory to find them, comparing the file names one at a time to the list that loaded, this is an inconvenience which should be unnecessary.

163
Tanzim,

I know that.
The bug in Anim8or is that it does not say what script is generating the error message
Code: [Select]
missing or invalid directive, script not installedIt only lists the scripts which have no errors.

164
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)

165
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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