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Messages - selden

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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 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. :(

General Anim8or Forum / Re: Texture Problems ???
« on: October 27, 2015, 03:43:55 pm »
Here's a very simple example.

I created a directory within Celestia's extras directory named "example" containing subdirectories

I created an empty file in an8 named example.an8
then opened it in anim8or and created a cube
I then created a jpg surface texture image in that same directory named "surface_512.jpg" (and copied it to textures\medres)
loaded the copy of "surface_512.jpg" that's in the same directory with the .an8 model into a material and applied it to the cube.
(See the upper left Anim8or window in the screengrab below)

I did a "save" in Anim8or, then exported the cube as "example.3ds" and moved that file into the "models" subdirectory.

I created a simple example.ssc which orbits the example cube around the Sun. See the editor window at the upper right of the screengrab.

I then ran Celestia and did a "goto example" See the Celestia window at the lower left. It's using the "surface_512.jpg"  that's in the medres directory.

I've appended a zip containing the resulting directory structure, an8 and 3ds models, and their textures. You can extract that Zip into your Celestia extras directory and should get the same results that I got.

General Anim8or Forum / Re: A One Sided Issue???
« on: October 27, 2015, 02:53:28 pm »
The 3DS model that was uploaded contained multiple spacecraft at a random orientation within the coordinate system. When working on a model, you should limit the work to a single model which is carefully aligned with the coordinate system. Then, as the very last step, when it has been modified to be as you want it, you can use it to create an entirely new model consisting of multiple copies of the original.

I deleted two of the models and aligned the remaining one with Anim8or's coordinate system. I then un-grouped the model, deleted the messed up wing and mirrored the one that was OK. (Since you didn't include any surface texture images, I made my own with arrows on it so I could judge its alignment.)

I've attached a zip of the resulting .an8 model. Like the 3DS, it requires two textures: "wing.jpg" and "engine thing.jpg"

General Anim8or Forum / Re: Texture Problems ???
« on: October 26, 2015, 10:21:15 pm »
It works best for me to have two copies of the textures: one in the directory where I work on the Anim8or model, the other in Celestia's directory textures\medres for when I want to display the model in Celestia. I often do the model work in a completely separate directory tree, not in Celestia's. It's a little awkward, but produces the necessary results.

General Anim8or Forum / Re: A One Sided Issue???
« on: October 26, 2015, 12:23:25 pm »
I agree with lppena: I'd delete the wing that's messed up and replace it by a mirror image of the other wing.

When an object is perfectly symmetrical, it sometimes can be easiest to create only half of it and combine that half with its mirror image.

General Anim8or Forum / Re: Texture Problems ???
« on: October 26, 2015, 12:13:19 pm »
I suspect the model and its textures weren't imported into Anim8or correctly. Make sure you have all of the texture images in the same directory with the model when you first load it into Anim8or. That way Anim8or is guaranteed to find all of the necessary texture images.

When I loaded your model into Anim8or with no texture images available, it complained about only one texture image.  In other words, Anim8or is only looking for the one texture image, so that's the only texture that Celestia will try to load, too.

I made a  white jpg with arrows to show the texture image's orientation, and they point in the same directions on both the Anim8or model and the 3DS model exported from it as seen in Celestia. See below.

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 25, 2015, 03:56:53 pm »
It's because you've got them on an orbit which is very tiny, orbiting rapidly, and inside the star.  An orbit which is appropriate for going around the Earth doesn't work well for going around a star. If you specify a larger orbit, one which places the spacecraft outside the star, they won't jump around.  e.g.

    EllipticalOrbit {
    Period 1
    SemiMajorAxis 1

This is just an example to make it display well. A period of 1 (year) at a distance of 1 (AU) is only correct for orbits around our own Sun.  Rigel is a much more massive star, so orbits around it have much shorter orbital periods for orbits with a given semimajor axis.  If you want it to be more realistic, you'll need to do some research and a little algebra to define an orbit which has more appropriate parameters for this star (at a larger SMA so the pilots don't cook, for example :) ) and with the correct period for that SMA.

However, this isn't a topic directly related to Anim8or, so it might be more appropriate to discuss it in a PM (Private Message).

General Anim8or Forum / Re: Back home and working on next release
« on: October 23, 2015, 10:30:40 am »
Yup. That's why doing backups frequently is essential, especially when you're working on an important project.

FWIW, Western Digital disks currently come with access to a limited-function version of Acronis. It takes about half an hour to backup 150 GB on my Windows computer, going from an internal SSD to an external 3TB disk.

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 23, 2015, 10:25:16 am »

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 22, 2015, 07:25:43 pm »
None of them have any surface textures associated with them. Is that the way you want them to be?

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 22, 2015, 02:47:16 am »

I didn't do that *because* it would have required two passes, and wasn't obvious to me how to reinitialize the shape pointers to get back to the start. Concatenating the files is relatively easy, so I've never bothered to figure that out.

OK, I understand. Thanks for investigating it.


A failing lwo model is included in the post by argo34116 at,5286.msg39097.html#msg39097

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 21, 2015, 12:16:09 pm »
The only way you're going to get comfortable with modeling is to do it. Don't be afraid to try things. You won't break anything. "Undo" is your friend. (Ctrl-Z).

The commands to copy-and-paste models and their components in Anim8or are the same as for text editors in Windows:
Ctrl-A = select all
Ctrl-C = copy to clipboard
Ctrl-V = paste to window
Then you can drag them wherever you want.

 The CMOD export script and the instructions for installing and using it are at the URL I posted previously:

Unfortunately, the combined model of the formation of three spacecraft is too large for me to upload.

The advantages of describing spacecraft in an SSC catalog instead of making a model containing several of them are
a) the resulting "Addon" is that much smaller, making it easier to share with others (e.g. I couldn't upload it to this forum)
b) when using the smaller model, Celestia is smaller and runs faster, and
c) when you use SSC catalogs, you can specify as many as you want in whatever formations you want, and make them do different things, e.g. fly in formation for a while, then separate on different missions

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 21, 2015, 12:04:37 am »
Yup, I was right. Cutting the hammerhead model (roughly) in half allows Anim8or to export it in 3DS format. The forward part of the fuselage is a relatively simple tube, so it was easy to break it in two.

Unfortunately, 3DS models use a different coordinate system when imported to Celestia, resulting in different positions and orientations. *shrug*

Below are a screengrab and, which contains the sliced .AN8 model, the exported 3DS model and a revised SSC. (No textures are included.)


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