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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Claude

Pages: 1 ... 15 16 [17]
241
Have a look.

Bye
Claude

242
ASL Scripts / Re: new - advanced_plane_plugin - available ;)
« on: January 19, 2008, 04:17:16 am »
Here's what you're looking for I think:

http://www.anim8or.com/scripts/spec/Anim8or_Scripting_Language.html

Mesh and Meshdata Types section.

243
ASL Scripts / Re: new - advanced_plane_plugin - available ;)
« on: January 18, 2008, 09:40:41 pm »
If this is what you want,then you simply have to reuse the points created for
the existing adjacent quad or more precisely their index that you would have
to store.

244
ASL Scripts / Re: new - advanced_plane_plugin - available ;)
« on: January 18, 2008, 12:46:23 am »
2)The reason  I was saying you don't need it is that your doing it
again in the loop: for $i = 0 to and for $j = 0 to

4)UV and ST are both used.I've made a few corrections to the
uvcoords calculation.Have a look.

Bye
Claude

245
ASL Scripts / Re: How the set camera's position
« on: January 17, 2008, 02:29:44 pm »
The only way to set the camera position is through a controller script.
Leslie's tutorials should get you started:
http://biederman.net/leslie/tutorials/ASL%20Scripting/ASL_scripting.htm

246
ASL Scripts / Re: new - advanced_plane_plugin - available ;)
« on: January 17, 2008, 01:52:32 am »
Hi vobla

Good work.

I have a few suggestion if your interested.

1)Use a different line for comments.It would make your
code easier to read.

2)You don't need to initialize $i and $j to 0.

3)Right now,your faces(normals) are facing down toward -Y.It might
be better to have them facing up.You just have to reverse the winding(the
order you're adding the vertices)Seen from the top,you're going counter clock wise.
Go clock wise.

4)You could also calculate the UV coords so that your mesh would show a
complete texture,seen from the top.
Texture coords are:
Image                 UVcoords
Bottom left          0,0
Bottom right        1,0
Top left               0,1
Top right             1,1
So,you can calculate them in a way similar to the one you used for the vertices.

Hope it helps.
Welcome to Anim8or.
Claude

247
ASL Scripts / Re: sequence asl issue
« on: January 15, 2008, 02:36:30 pm »
Sorry

Only Object is implemented at the moment.Figure,Sequence and scene are
on Steve's ToDo list.

248
ASL Scripts / ASL limited capacity for modeling script creation.
« on: January 15, 2008, 12:48:42 am »
Steve

Not long ago,I wrote a triangulate script.In the actual
state of ASL,modifying a mesh that way is impossible.
In that particular case, it was easier to create a new mesh
anyway and it's what I did.But, it still is impossible to destroy
the original mesh and the pivot point data can't be copied.
I released the script anyway.

Then,I tried to write a split point script,prelude to other
script possibly like bevel point.In such a case,we should
be able to modify the original mesh not create a new one
and I thought it would be possible since at first look,there
was no need to remove faces,add or remove edges,but still the
ASL limitation showed up.

See the original mesh with 1 point selected
and  the result when the script is ran.

Point is split and we're left with an orphan edge because
even if you reorganize a mesh no edge is deleted.

I'm sure you're aware of the situation and I was wondering
if you intended to allow more flexibility in the future
or if the limitations were there to stay?

Also,if you know,what are your plans for ASL?All the other
parts(figure,sequence and scene), will they be part of a big
release or will they come in installements?Part of preview
or a full version?
Any thoughts on ASL future would be nice to read.

Bye
Claude


249
ASL Scripts / Re: Drawing Lines
« on: January 11, 2008, 05:16:22 am »
Here's an example not including the variable declaration and initialization:

Code: [Select]
             /* Lets search for the selected point */
              for $ii = 0 to $numPoints - 1 do
              {
                 if ($mdata.GetPointSelected($ii) == 1  )
                 {
                   /* Do whatever you want if the point is selected */
                 }
              }


250
General Anim8or Forum / Re: Morphing
« on: January 07, 2008, 02:11:03 pm »

251
General Anim8or Forum / Re: anim8or for windows vista
« on: January 03, 2008, 04:55:27 am »
Have you read the site page entitled Vista Problems.

252
General Anim8or Forum / Re: Coordinates in Modeller
« on: December 27, 2007, 03:59:24 pm »
Under the 3 XYZ buttons,there's 3 coordinate buttons.

If I remember well, your description is the way it works in object coordinates
(middle button) and the book describes the screen coordinate mode.
(right button)

253
General Anim8or Forum / Re: Vista won't let Anim8or
« on: December 27, 2007, 04:15:31 am »
Have you right clicked on  Anim8or.exe and
then gone to properties/compatibility and select XP.

If you have done this and it still doesn't workk,then update your videocard
driver from the manufacturer site.

And please don't double post.

254
General Anim8or Forum / Re: Future Features For Fun
« on: December 20, 2007, 12:31:05 am »
This is a group of 2 scripts I wrote a while  ago.It allows to snap multiple
points to a target one.Try it and let me know if this is what you were looking
for.Don't forget to have a look at the readme file.

http://homepage.ntlworld.com/w.watson3/main/files/Snap2Pnt.zip

Claude

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