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Messages - selden

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31
While working on a rather large model, I discovered that Ctrl-A selected only half of the surfaces. The model consists of two adjacent meshes and only the surfaces of one of those meshes was being selected. See the attached screengrab.

The zip of the model is too large to attach (3.5MB) so here's a link to it:

https://www.classe.cornell.edu/~seb/files/Avalon-P1-2.zip

32
Finished Works and Works in Progress / Re: BC Coriolis
« on: January 31, 2018, 03:33:27 am »
Some of the visual effects in the video tend to be difficult to persuade Celestia to produce on its own, but I can think of ways to create them. There seems to be some flickering in some of the glowing elements, for example. Of course, there's no reason why you shouldn't apply some post-processing to improve the appearance.

33
Finished Works and Works in Progress / Re: BC Coriolis
« on: January 31, 2018, 02:16:54 am »
Well, in that case, then, I'm not sure what you mean by "its veracity has been challenged". WIPs certainly don't have to be shown in their final forms.

34
Finished Works and Works in Progress / Re: BC Coriolis
« on: January 30, 2018, 09:01:04 pm »
To be accepted for publishing on the Celestia MotherLode, Celestia Addons do have to work in all of the environments where Celestia runs. Is that the problem? Usually the fixes are straight forward but can be time consuming.

The usual problem is that an Addon author has to make sure all the file names are spelled correctly. Windows doesn't care about capitalization, but Linux does. Since Windows is case in-sensitive, both "A.b" and "a.B" are names for the same file. Under Linux, however, file specifications are case sensitive. The names "A.b" and "a.B" specify two completely separate files. As a result, an Addon which specifies the file "A.b" won't find the file named "a.B" and will fail under Linux.

35
CC,

Groups can be used to reduce the number of manual copy-paste-and-rotate operations when the rotations are around a central point. You can group the models that already have been rotated and then rotate that entire group. It can significantly reduce the total number of operations involved. When you're done you can ungroup them all (or not) as appropriate. Similar groupings can help when creating linear assemblies.

I agree, though, that creating "macros" consisting of a sequence of operations would be very helpful.

36
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 ;)

37
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. MundilfoeriMaps_v097.zip  (45 MB, expands to 68 MB, updated 16:30 EST, 19 Jan '18 )
 -- Adds maps of the Mundilfoeri planetary system.

2. ZeusBattery_v097.zip (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. ResurgenceFramework_v097.zip (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.

38
What 3D manufacturing process would you be using?

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



39
Finished Works and Works in Progress / Re: Dreamboat
« on: January 15, 2018, 10:23:07 am »
What renderer are you using?

40
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.

41
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.



42
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.

43
General Anim8or Forum / Re: How to set default font?
« on: October 19, 2017, 07:36:32 pm »
Steve,

Thanks!

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



44
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!

45
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.


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