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Messages - selden

Pages: 1 ... 9 10 [11] 12
151
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.

152
General Anim8or Forum / Re: Build/Subdivide faces breaks joined solids
« on: April 25, 2009, 11:02:52 am »
Thanks!

You're exactly right.

153
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.


154
Difficult or not, it's something point editing has to be able to handle. In complex meshes, it is not at all obvious which edges are going to be "convex" after moving points around.

155
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.

156
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.

157
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.

158
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.





159
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.

160
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.

161
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 :(

162
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.

163
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".

164
Steve,

Thanks again.


165
Steve,

Thanks!

s.

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