Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Claude

Pages: 1 ... 15 16 [17] 18
241
General Anim8or Forum / Re: help plez
« on: February 20, 2008, 05:38:52 am »
Any message in the Anim8or Debug Output console ?

242
General Anim8or Forum / Re: help plez
« on: February 20, 2008, 05:22:14 am »
Does the script have the file extension .a8s ?

243
ASL Scripts / Re: Some one can help me?
« on: February 07, 2008, 01:33:12 am »
Also make sure the "Preload Scripts" box is checked.

244
General Anim8or Forum / Re: Problem Concerning Frame Speed..
« on: January 27, 2008, 11:52:17 pm »
Select Menu View/Preferences.Check Limit playback at the bottom.

245
I don't know if there will ever be a UI for modeling script,but since
version 0.96,there's a new feature called "attribute".
You can see it under the Object menu.

I know that adding this feature to other items and making these
accessible to ASL, is on Steve's TODO list.When it's available,I don't
see why we couldn't use it as a form of interface for modeling script.
We will have to wait and see.

246
Have a look.

Bye
Claude

247
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.

248
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.

249
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

250
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

251
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

252
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.

253
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


254
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 */
                 }
              }


255
General Anim8or Forum / Re: Morphing
« on: January 07, 2008, 02:11:03 pm »

Pages: 1 ... 15 16 [17] 18