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Messages - selden

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Those textures were in another directory tree and I didn't realize that Anim8or was still using them.

I've attached a revised zip which I think includes all the missing textures.

Anim8or v0.98 Discussion Forum / Object exported to .an8 loses some textures
« on: September 05, 2016, 09:59:18 pm »
Sometimes when an object is exported to its own .AN8 model file, the resulting model loses some of its texture image files.

When the exported .AN8 model file is opened in Anim8or, several of its materials no longer have any textures associated with them although the original model did have those textures.

This problem is seen with Anim8or v0.98a (build 1247) and previous versions.

To reproduce this problem:
1. open the included model file reassembled_closed_book_3.an8

Note that the spine and back cover are brown.

2. export the object reassembled_book_3 to temp.an8 file

3. open temp.an8

Note that the spine and back cover are the default grey.

I've included screengrabs showing this happening on my computer.
I'm running Anim8or v0.98a (build 1247) under Windows 7.

General Anim8or Forum / Re: How Do I Realign My Object
« on: September 04, 2016, 11:45:24 am »
Often just selecting Join Solids is sufficient. Doing that will produce a new bounding box with the same orientation as Anim8or's axes. You usually don't need to add another object.

General Anim8or Forum / Re: Export as .cmod problem
« on: September 02, 2016, 12:19:42 pm »
Another possibility would be a typo in the image texture file's name, either in the model or in the SSC catalog file. Celestia has a variety of different symptoms when it can't find a texture file.

If that's not it, I dunno what might be causing the problem. You'll have to provide example model files, both .an8 and .cmod, including the textures. It probably would be appropriate to provide a zip of the relevant addon directory.

General Anim8or Forum / Re: Export as .cmod problem
« on: August 31, 2016, 10:12:28 am »
What type of surface texture image are you using?
Transparency is also provided if you're using a 32 bit PNG image: one which includes an Alpha (opacity) channel. If that's the cause, you can eliminate that effect by converting the 32 bit PNG image either to a 24 bit PNG (which does not include an Alpha channel) or to an image in JPG format, which also does not support transparency.

What version of Anim8or are you using?
There are at least two different .LWO model formats. Anim8or only understands the older version. Recent versions of Anim8or provide a better error message when they try to load a format that they don't recognize.

Thanks! I'm running it now. It's a large model, though, so it's running very, very slowly.

General Anim8or Forum / "Fix Normals" is greyed out. How to enable it?
« on: August 13, 2016, 09:57:43 pm »
What circumstances cause the option "Fix Normals" to be unavailable?
How can I persuade it to be available?

I'd like not to have to manually select each of the faces with reversed normals to repair them. Unfortunately, the "Fix Normals" option is greyed-out. See the attached screengrab.

General Anim8or Forum / Re: render resolution question
« on: July 28, 2016, 09:17:04 am »
As I pointed out, but you seem to have overlooked, you don't have to leave the dpi setting at whatever Anim8or (or other image producer) uses. You can change the dpi settings of any image without changing anything else about that image.

For example, you can take an image consisting of 2100 x 3070 pixels, one intended for a 7x10" image at 300 dpi but which has internal values of 72x72 dpi, and change its dpi values of 72x72 to be 300x300, leaving the image file otherwise unchanged. 

Irfanview and Gimp are two of the programs with graphical GUIs which include that capability. ImageMagick can change dpi settings, too, if you prefer a command-line utility. ( convert -units PixelsPerInch input.png -density 300 output.png ) I'm sure there are others.

I agree that it would be nice if  the dpi settings could be specified to Anim8or before it writes the image to a file, but it isn't essential if you're willing to add the dpi modification to your workflow.

General Anim8or Forum / Re: render resolution question
« on: July 27, 2016, 07:34:18 pm »
You can use an image manipulation tool to change the DPI specified in the image file to whatever you want without changing the number of pixels in the image file.  I've used Irfanview to do this. I'm sure other programs can do it, too.

You do have to make sure you render the image at a size that you know will include the right number of pixels. e.g. if you want it to be 5" x 8"  on a 300dpi page, render it to be 1500x2400 pixels.

(I assume you're aware that rendering an image at 2x the final image size and then downscaling it usually produces a better quality final result than rendering at the final resolution.)

General Anim8or Forum / Re: Grid modification?
« on: June 27, 2016, 02:36:09 am »
Although there's no real control over the "Auto" grid setting, you can specify a fixed spacing between the grid lines in the menu Options  -> Grid... -> Spacing.

"Join Solids" coloration/material bug in build 1233+

In the Object Editor, when I did a Join Solid operation, some components changed colors to a previous value. (I didn't notice this immediately.) When Exported to .CMOD format, the exported object had the correct colors.

When I detached some of the mis-colored components (using "select patch" followed by "c", "D" keyboard commands) , the detached components immediately reverted to their correct colors.  A subsequent "Join Solids" changed the colors back to the wrong colors, but then a subsequent Render in Anim8or drew the components which had been temporarily detached with the correct colors and those which had not been temporarily detached with the wrong colors.

Unfortunately, saving the buggy model to solids_color_bug.an8 and then opening that file in Anim8or had everything with the wrong colors set permanently (i.e. detached components had the wrong colors), so I'm not sure how to provide a failing example.

Edited to add: Aha! A render of the object in solids_color_bug.an8 still draws the previously-detached components with the "right" color, i.e. it does not render the object in the colors which are shown while in the Object Editor.

I've attached a zip containing the buggy .an8 file and these notes.

Finished Works and Works in Progress / Modeling for the Gaea trilogy
« on: June 20, 2016, 08:10:39 pm »
A recent personal project has been to model a couple of the objects described in John Varley's Gaea trilogy.

I use Anim8or to create the models and Celestia to display them.

I've been posting some of my preliminary efforts at

Here are a couple screengrabs, early versions of Gaea and of DSV Ringmaster.

Thanks! It was the "double click on the mesh" part I'd forgotten. I was being distracted by the UV positioning graphics.

Long ago I stumbled across a menu in Anim8or where one could select the type of projection used to place a texture on an object mesh -- cylindrical, cube, etc. Unfortunately, now I can't find it. 

Was I dreaming?

If not, how does one invoke it?

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