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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 2 3 [4] 5 6 ... 18
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 »

Anim8or v0.98 Discussion Forum / Re: Bug: Debug window
« on: March 27, 2015, 06:38:07 pm »
You can disable the console in the File->Configure dialog.  But closing the console also closes the app - this is a feature of Windows not what I want to do.  I've tried intercepting it and to get Windows to ignore it but I haven't been successful.

Pretty sure this still applies.

Ongoing Anim8or Development / Re: GLSL Shaders
« on: February 23, 2015, 07:58:06 pm »
Reference: Reply #3 on August 28, 2014, 07:13:13 pm

In november 2014,Microsoft released Visual Studio Community 2013.
They say it  supports all the  functionality of Visual Studio Professional 2013
including plugin.Seems to be free like Express edition.

Nvidia confirmed compatibility with Nsight.

Haven't tried it yet.Don't know when I will, but thought I should add this comment to  the original post.


Ongoing Anim8or Development / Re: Layers
« on: January 25, 2015, 03:20:11 am »
From the first post:
"You can set the layer to between 0 and 7 in the properties dialogs. Each layer can independently be displayed or hidden, and editable or locked. The top toolbar displays the layers' status. You toggle the visibility by left-clicking on a layer, and toggle whether is can be edited or not with the right mouse button. Locked layers have a little lock in the lower right corner."

Example: in object mode,create a sphere.Double click on it to see properties dialog
and set layer to 3.

General Anim8or Forum / Re: Significance of OpenGL Version?
« on: January 17, 2015, 09:13:09 pm »
Not knowing the first thing about Virtualbox, I had a quick look
The manual mentions Guest Additions and among these
Hardware-accelerated graphics,but Windows 8 is not listed
and OpenGl version neither.You might want to read this:
On the forum,I found this:
According to users,it's not really  working yet.

Might want to use their forum to get more info if you want
to go further.

General Anim8or Forum / Re: Significance of OpenGL Version?
« on: January 17, 2015, 08:35:57 am »

As far as functionality is concerned,you would loose the OpenGL
renderer and in the working viewport all the features related to the ARB and GLSL shaders:per pixel lighting calculation,bumpmap... + Anti-Aliased OpenGL in the workspace also.
You would have basic vertex lighting calculation.

Performance wise,you would loose this improvement,faster OpenGL Rendering since it probably uses vertex arrays not part of OpenGL 1.1,4796.0.html

Hope I didn't forget anything.


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