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Messages - selden

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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?

General Anim8or Forum / Re: how do I texture a cube-based object
« on: June 07, 2016, 10:32:52 am »
Indeed your discovery is the way to do it.

Also, you can use the UV tool to map only a portion of the image onto any facet or collection of facets of the mesh. This can result in more efficient use of hardware resources and somewhat higher performance in the final product, since a single image can provide all of the surface coloration.

When build 1219 starts on my system, it opens a very tiny desktop window which is mostly off-screen at the top left. At first I thought its window wasn't opening at all.

Build 1215 starts fine: its initial window occupies most of the screen.

I'm running Anim8or with the traditional GUI colors.

What additional info can I provide to find the problem?

Here's my basic system info:

Computer: Dell Latitude E6510 laptop
          Core i7 Q720 (1.6GHz), 8GB; Win 7 Pro x64 (SP1), Aero GUI
Disk: PNY CS1111 SSD (480GB)
DVD: Hitachi HL-DT-ST GU10N -- Multi DVD Rewriter, Region 1
Display: 1920x1080 FHD, 60Hz (1080p)
Graphics: Nvidia Quadro NVS 3100M (512MB),  driver v341.44

General Anim8or Forum / Re: Adding Text to a model
« on: February 08, 2016, 09:48:20 pm »
Since you didn't provide textures with the original model, the model that kreator provided uses no textures.

The text on the port side of the revised runabout model is invisible in Celestia because its normals are reversed, pointing inward instead of outward. Hopefully you've learned how to fix that problem.

For those who said it worked OK, how long did you wait? And what type of  hardware do you have?

 It had been using 25% of the CPU on my system(*) for several minutes before I terminated it, but it was only using about 70MB of memory. It didn't even get so far as naming any objects.

 * -- I'm using build 1215 under Win7 on a 1.6GHz Core i7 laptop with Nvidia NVS 3100 graphics.

General Anim8or Forum / Re: Adding Text to a model
« on: February 06, 2016, 02:14:31 pm »
For an example, you can inspect the textures and modelling to see how the lettering was done for the craft's designation at the rear of the fuselage.

A potential problem with the Lambert Cylindrical Equal Area projection is that it greatly reduces the resolution in latitude near the poles although the resolution in longitude is the same as for an equirectangular projection.  In most cases, where the camera is not looking directly up or down, that loss of resolution probably is OK.

General Anim8or Forum / Re: A One Sided Issue???
« on: November 02, 2015, 11:14:11 am »
You're very welcome. Please share some of the scenes you develop.

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 30, 2015, 04:45:32 am »

I was wondering why you were not going
twice through all the shapes.
The first time to extract all the materials.
The second  time to extract all the meshes.

Maybe I'm missing something.


I'm sure you'll be glad to know that I finally managed to modify the export script to do two passes so that now only a single CMOD model file is exported. There's no longer any need to concatenate two files together.   The revised script is available and described at

General Anim8or Forum / Re: A One Sided Issue???
« on: October 29, 2015, 09:57:28 pm »
Close inspection of the original 3ds that you provided (containing three copies of the Viper model) revealed that the Viper's model was damaged. Materials were missing, for example, the model was slightly out-of-kilter, and somehow the glass panes of the canopy had gotten out of registration with one another even though they're a single object.

I fixed a very few of the problems so the model superficially looks OK, but I didn't fix the more difficult ones. EG I didn't fix the canopy's glass, although I did make it transparent again.

Below is the 7zipped .an8 model of a single Viper, aligned with Anim8or's axes. and with its stripes restored. I've included the textures that it needs, the ones that I added back into it, which are only a few of the textures that it presumably started with. Below that are screengrabs showing how it looks in Anim8or and Celestia.

p.s. Applying the textures to provide the stripes actually was relatively straight forward.

Part of the damage to the model was the way the textures were mapped onto the right-side engine, the right-side upper and lower wing parts and the right side of the vertical fin. I deleted the damaged objects, selected their left-side counterparts (one at a time), and did a "build -> mirror image... x" to create their replacements.

I created materials names "engine_striped" and "fin" and selected the appropriate texture images in their material definitions. I was pleasantly surprised that simply selecting the appropriate parts of the model and "Apply" drew the images on the parts correctly. Apparently the texture mappings had been preserved on those parts even though the associated materials had been un-defined.

General Anim8or Forum / Re: A One Sided Issue???
« on: October 29, 2015, 02:00:42 pm »
I won't have time to look at it in detail until this evening, but briefly, this is what I'd try to do:

ungroup the model
copy the tail to two new objects
in point-edit mode,
delete all of the points from the left half of one the new tail objects
delete all of the points from the right half of the other new tail object
  be sure to leave a one-point-wide border overlap in both halves.
fix the broken half
copy the repaired half into the object containing the previously OK half-tail object
merge the two halves into one  solid
replace the messed up tail in the original object with this repaired tail

ASL Scripts / Re: How to retrieve a texture's BlendMode ?
« on: October 29, 2015, 03:42:43 am »

Thanks, a lot! That did exactly what I wanted. I was able implement "decal" and "darken". Unfortunately, Celestia does not provide a way to add colors, only multiply, so I was unable to implement "lighten".

The revised CMOD exporter is now available at

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. :(

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