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Messages - Claude

Pages: 1 2 [3] 4 5 ... 17
ASL Scripts / Re: SetFacePointIndex method
« on: December 31, 2015, 02:00:49 am »
When you're finished editing  the mesh,do you call Close() ? I have to ask since you didn't post
the code and I assume it's what should get rid of the unwanted edges.

General Anim8or Forum / Re: An8Render
« on: December 23, 2015, 04:11:45 am »

Happy to see that it works well on ATI card.I'm always
concerned of possible differences between ATI and Nvidia  GLSL
The program renders in real time.By default,Anim8or renders
per frame as fast as possible.Could you see if you have
View/Preference/Limit playback checked. If not,please check
it and see if you see a difference.


General Anim8or Forum / Re: An8Render
« on: December 23, 2015, 01:03:30 am »

Glad to know it works on Nvidia and win10.

The UI was chosen to be able to change parameters on the
run.You're right it's an overkill, but it's fun and it's
only a test program.

The poor woman was a blob for 2 weeks.That's what happens
if you miss 1 1evel of transform.
The only thing you could sometime identify was
the Anim8or logo on the tshirt.

When you get back working on your 3D viewer,I hope
I'll be in a better position to help if needed.


General Anim8or Forum / Re: An8Render
« on: December 22, 2015, 09:02:21 pm »

It's been a very long pause, but since a few weeks, I've  started working on An8Render lib again.I've worked only on adding figure animation.We're still far away from a release,but I couldn't resist showing  progress made.

Now it supports: - diffuse,specular material  and specular power
                  - ambient,diffuse and specular factor
                  - diffuse texture
                  - ambient color = diffuse color(mat and tex)
                  - specular color = diffuse color(tex)
                  - 1 material / mesh
                  - 3 types of An8 lights.
                  - morph animation
                  - figure animation

It  uses liban8 to load .an8 models.
Morph and  figure animation rendering is done in real time,not per frame.
Interpolation is calculated exactly like it's shown in the
graph editor.One thing left is to deal with the morph normals.
Most of the data(vertex,tex coord,.......,weights and vertex index) is kept in VBO in the video card memory.A big part of the calculation is done on the video card as you can see in the shader files.

So,here's the test program I wrote for the lib and it
would be nice if a few of you guys would have a look at it.
To try the program,you need a video card supporting
OpenGl 3.3.To check your video card support,start Anim8or
and go to menu About/OpenGl Info.Please note the first 3 lines
if the OpenGl version is equal or higher than 3.3.

Run the program by double clicking the batch file
An8RenderRun. Please let me know if it works or not,
and also post OS and the OpenGl Info.

After the app is closed, a file named "debug" should have been created.If the app doesn't work please post it.
This will allow me to know if the program works well
using different videocard and OS and get debug info.

Thanks for your help.


A few more info:

Click on the ? at the bottom left corner of the window for
help with the rotoslider.

Use the keyboard arrows to rotate the camera around the

You can see the light setup in the An8 file.

The opening window will show the figure animation I would like
you to have a look at.It was made using makehuman and NickE's
BVH2Anim8or.It's a walking woman.Open the Female1_B02_StandToWalkExperience file in Anim8or to compare both animation


Numeric pad keyboard control(right side of the keyboard)

Sequence #1   1            2              3          4           5
                   Start     BindPause    Stop    Pause    Resume

If you want to have a look at the other 2 models,you can change model in the General UI.

The second one is the apollo-soyuz assembly and was added to show texture rendering at the time.
Source of the apollo_soyuz_carbajal 3D model: NASA.


No key control

The first one is a sphere including 3 morphs to test the rendering code.
Sorry for the model.It will never win in a modeling contest, but for testing it was OK.

General UI allows to change some parameters like Morph_LoopState and Morph_Duration,plus and operate manually by changing Morph_Time.
General UI:
MorphManualControl: click to allow manual morph adjustment
Morph_Time: change the morph time;use the rotoslider
Morph_LoopState: shows looping state
Morph_FlipLoopState: button to change looping state
Morph_Duration: set morph duration
RegisterMorph_Duration: then activate change;won't register
                        if morph not stopped

 UI allows to change  blue material properties on the run.

keyboard control

Morph #1   F1    F2       F3        F4
Morph #2   F5    F6       F7        F8
Morph #3   F9    F10     F11      F12
                Start  Stop  Pause  Resume



ASL Scripts / Re: MDL to an8 converter
« on: December 17, 2015, 09:55:25 pm »
Sorry, i didn't try it.I asked the question to know if
it was a potential source of animated models
to test code I'm working on.

ASL Scripts / Re: MDL to an8 converter
« on: December 17, 2015, 08:56:37 pm »

ASL Scripts / Re: MDL to an8 converter
« on: December 17, 2015, 03:29:40 am »
Does it convert skeleton animation?
If the answer is yes,do the models on
include animation?

General Anim8or Forum / Re: liban8 issues
« on: December 16, 2015, 01:48:34 am »
Liban8 is not a rendering lib.It provides a comprehensive data
structure containing everything from the an8 file + utility

Reading SubDrag's code will show you how to access the data,
but not how to render since it's a converter.It's probably not
rendering,but writing to a file in obj format.

Something else could also help.
On the site of Liban8,you will find GLAn8Viewer.It's a demo using Liban8 to render an an8 model.


General Anim8or Forum / Re: liban8 issues
« on: December 13, 2015, 03:46:52 pm »
As SubDrag said,I think the best way is to include the source code into your project.That's what I do.I use Visual C++ 2010 express.

ASL Scripts / Re: How to retrieve a texture's BlendMode ?
« on: October 29, 2015, 12:35:36 am »
I didn't think about this long enough to see that
int mode was not required,but I was wondering
what int SetBlendMode() and int SetAlphaMode()
would return.

ASL Scripts / Re: How to retrieve a texture's BlendMode ?
« on: October 28, 2015, 11:50:52 pm »
int GetBlendMode(int kind, int mode);
If it's implemented, it should be similar to
int SetBlendMode(int kind, int mode);

General Anim8or Forum / Re: A Matter of Proportion?
« on: October 22, 2015, 01:18:03 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.


General Anim8or Forum / Re: Is Lua supported by Anim8or?
« on: October 09, 2015, 04:59:20 pm »
Sorry. No.


General Anim8or Forum / Re: new build
« on: September 22, 2015, 09:48:31 pm »

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