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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 ... 3 4 [5] 6 7 ... 17
General Anim8or Forum / Re: Textures
« on: July 20, 2014, 01:44:17 am »
Welcome ronaldefarmer.

General Anim8or Forum / Re: Textures
« on: July 19, 2014, 07:31:54 pm »
Speaking of editing textures, what do you think about the possibility of some method of automatically refreshing textures after editing in an external program, rather than having to reload them in the materials editor after each edit.,2715.0.html

Reference image and "lines" are probably on the same plane:
z = 0.0
Double click on reference image and change location z coordinate to -50.0
Hope it helps.

General Anim8or Forum / Re: An8Render
« on: May 18, 2014, 12:11:35 pm »
"dullard" hey! I've learned a new word.
The file is in the post dated
January 31, 2014.

General Anim8or Forum / Re: An8Render
« on: May 17, 2014, 02:08:50 pm »
Welcome Raxx

I've nerver seen this explained on this forum neither the
preceding one.
Always thought it should be part of the Anim8or file
format specification.Not necessarily the entire math explanation or the code,but at least the formula and the calculation of a,b,c,d from the file data.Maybe as an appendix.

Might also be helpful for your Anim8or<-> Collada converter eventually.


General Anim8or Forum / Re: An8Render
« on: May 16, 2014, 01:46:27 pm »
Thanks ianross

You tried An8Render2.
The apollo-soyuz assembly looks good.
3 lights are used,2 spots and 1 infinite.
The morph test model as I said before, looks awful,
but it serves its purpose with multiple morphs,multiple keyframes with all kinds of bells and whistles like threshold,corner,etc
Could you please post your OS and  videocard model.
I'm always interested in getting this info.

Thanks again.

General Anim8or Forum / Re: An8Render
« on: May 15, 2014, 11:43:47 pm »

I had to stop working on An8Render :( and until I' m able to start
again, I thought I would share part of the research result.
I know this post won't be on the most read list,but I hope it could be useful to users writing Anim8or related apps like renderer.converter,etc , or users interrested in the Anim8or 3D file format or simply the math  used in Anim8or.

As mentioned in the file title,it's about controller interpolation. Info is presented in a pdf file.I zipped it to be able to upload it.

In the preceding post, I uploaded back the file in case someone would like to see morphs rendered using the interpolation code.

Hope you enjoy the read. :)

Minor thing,I noticed:
when the CAD ruler is on and the mouse wheel is used to zoom  in and out, the dimension lines are not updated.

General Anim8or Forum / Re: Drawing over model
« on: April 27, 2014, 07:08:55 pm »
Well,it seems you are not using the spline or path tool which is in object mode.The spline would have been created in layer 0.

I guess you are using the add edge tool which is in point edit mode.
As I mentioned,the point mode is not locked.So the edges appear in layer 1.
Take note that only the object mode is locked,not the point
This tool is new and I'm not sure it's ready to be used
the way you want.

General Anim8or Forum / Re: Drawing over model
« on: April 26, 2014, 07:44:30 pm »
Here's how to open a new layer.
Left double click on each shape of your text.
Shape properties dialog should appear.
Set layer to 1.
Start your spline. It will be in layer 0.

Now you can see if it's helpful or not.

This might help also:
"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. "

Take note that only the object mode is locked,not the point

Tell me if out of order here, but in the case of the jpeg, is it possible that the fragment shader actually samples the non existing  alpha channel of the RGB texture when  Transparent is checked ?

Shouldn't the option be disable anyway when the texture doesn't
have an alpha channel ?

Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: April 24, 2014, 03:13:09 am »
It fixes the Alt problem (but you can't use Alt to access the menu anymore)
But F10 is still available.

General Anim8or Forum / Re: Advanced Light Properties
« on: April 24, 2014, 01:39:23 am »
For a local light, inner radius = outer radius.

+ inner angle = outer angle for a spot light.

Unless I misunderstand what you looking for.

General Anim8or Forum / Re: Advanced Light Properties
« on: April 23, 2014, 08:48:29 pm »
The manual says:
These lights have a steady brightness out to a certain distance called the inner radius. Beyond that distance the light's strength gradually diminishes until at the outer radius and beyond the light has no effect at all.

So you're right except that it's already 0% at the outside perimeter.

Don't understand your question,but let me explain how I
see it and lets hope it helps.

With Euler if you do a X rotation of the bone,the YZ axis also
are rotated.When you do the Y rotation,it's relative to the new
location of the Y axis and the XZ axis also
are rotated.When you do the Z rotation,it's relative to the new
location of the Z axis and the XY axis also
are rotated.The final axis location is transfered to the child bone.
Rotate a bone in Anim8or with the axis shown,you'll see what
I mean.

I've never done a converter,but I would say:
-both side should be Euler with order of rotation XYZ
-system axis both right handed
-first bone(root bone in Anim8or) aligned with Y axis before any rotation is applied(could  that
be your problem?)
If something is different you need to correct the data.

Hope I didn't forget anything.

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