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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 - Water Music

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76
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: January 29, 2009, 02:38:40 am »

I'm kinda out of the loop on these things, but the last I heard displacement mapping support was being considered for DirectX 11.  I've been led to believe that that will make normal maps obsolete, but I have no idea whether or not it is even still on the table.  I linked to this article in an earlier post:  http://www.tomshardware.com/reviews/opengl-directx,2019-7.html

77
General Anim8or Forum / Re: It wont fill holes!!!!!!!!!!!!!
« on: January 29, 2009, 02:20:41 am »

With regards to human error, my most common mistake in this regard is to miss an edge that is more or less invisible from the view that I am currently using.  To fix this, zoom around with the perspective camera to make sure you've included all of the little fiddly ones.

Once in a blue moon, however, the program won't fill in a hole with no apparent reason.  Going through the checklist: all edges selected, drag select/merge points at all of the vertices, etc. still nothing.  If this does happen, and I must point out that is rare, there are a couple of quick workarounds:  first, try making an edge across where you want the face to go, fill the faces for each half and then merge the two faces together; and if that doesn't work, cut one of the edges, draw an edge from that new vertex such that you remove one triangle from the face, fill the rest, move your newest vertex over to cover what's left, and merge points.  The second one is rather difficult to explain, but actually easy to do.  I hope that works, I really don't see it often enough to be able to tell what causes it.

78
General Anim8or Forum / Re: Quad or Tris?
« on: January 13, 2009, 02:41:09 am »
As the gents say, it all gets broken down into triangles anyway so it ends up being faster to build faces with more than one triangle within.  Just keep in mind that these faces can be triangulated in multiple ways and 3d programs therefore have to guess which is the best way to cut them up.  Just keep that in mind, go over your models and manually triangulate wherever it does it wrong.

That being said the times they are a-changing; or rather they will be once Direct3D 11 gets a foothold  http://www.tomshardware.com/reviews/opengl-directx,2019-7.html

79
General Anim8or Forum / Re: game question
« on: December 08, 2008, 07:20:40 am »
The surest way to find out what works for you is to create random shapes with various polygon counts and simple animations, load them into a test program, and then see at which p-count your framerate starts getting too choppy.  This also happens to be a good way to practice getting everything together if you're just starting.  You'll also want to experiment in the same way with the quality of your texture maps.  Just don't forget that it really helps to streamline your programming so that, as hihosilver says, you use higher quality models when something is close to the camera than when it is in the distance - this means building different quality versions of all your models that will be significantly changing their distance to the viewer.

Even now my personal preference is to keep the poly count low (1,500 per object max) as it speeds build times, my friends aren't too picky, and it lets me put more objects on screen at once.  However, I am by no means an expert on the subject.

80
General Anim8or Forum / Re: What kind of Anim8or are you?
« on: November 05, 2008, 05:58:05 pm »
Amateur game making when I can; too many hobbies, too little time.  However, I also make medieval armour and weapons and so occassionally find it useful to use anim8or for pattern drafting.

81
Anim8or v0.98 Discussion Forum / Re: A List of Ideas for Anim8or- Neirao
« on: November 05, 2008, 05:51:14 pm »
Between bone mirroring and realtime mesh mirroring the next release of anim8or will be hugely useful for me.  That gets a "Yay Steve!"  I've been doing my mesh mirroring by selecting opposing points and using the Non-Uniform Scale mode to move them around, so having an integrated function to do this will be quite the blessing.   :D

82
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: October 18, 2008, 02:32:15 am »
I have a petty request, though I like anything that streamlines build times:  the ability to set end points for a bone *giggity*.  Reason being quick symmetry for a skeleton; e.g. if the left arm ends at 10, 10, 10 the right arm could just be set to -10, 10, 10 to make symmetry without fussing with all of the angles and bone lengths a second time.  I figure that would be nearly as functional as, but much easier to program than, full skeletal mirroring.  Cheers.

83
Anim8or v0.98 Discussion Forum / Re: Two-Sided Materials
« on: September 22, 2008, 12:17:00 am »

No worries.  I just came across it while experimenting with some game character designs and just thought I'd throw it out there.  I already have a work-around so I'm good on that score personally and I doubt it'll ever be an issue for the majority of users.  I'm just happy to see the fury with which you've been doing general updates recently.

84
Anim8or v0.98 Discussion Forum / Re: Two-Sided Materials
« on: September 21, 2008, 02:02:45 am »

Nothing quite so complicated as yet, I just mean adding textures to simple objects in Object Mode.  Here are two quick examples, both with all the goodies turned on under View -> Preferences:

!) I create a box with the default material; I make a second box with a new double-sided material where the transparency of the front side is less than one.  The result is that I can always see the first box but I can't see the second box unless I select Render -> "Render Image."  The rendered image displays both properly.

2) I create a box with a new material that has "Checks" selected for its transparency map; I create a second box with a simple two-sided texture as before.  The result is that in the working view the front face of the second box has the "Checks" transparency map as well even though its material makes no reference to it at all.  Again the rendered image displays both properly.

85
Anim8or v0.98 Discussion Forum / Two-Sided Materials
« on: September 20, 2008, 02:35:39 am »
I am encountering some issues using two-sided materials while the View -> Preferences -> Use Shaders option is on.  The materials will either not show at all (either side) or will steal transparency/bump/etc. mapping from other materials.  I haven't been able to make this happen with Use Shaders off, or having Use Shaders on while only using one-sided materials.  Also, this only happens in working views; rendering the image always displays it properly.  It happens to me in the newest 97c as well as the March build.  Just me?


86
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 20, 2008, 02:20:57 am »
I've finally had a chance to test the 97c version.  I have to say that I really love the new 2/3/4 screen viewing options.  Sometimes it really is the simplest things that have the most impact.

My suggestion is to have the Figure Mode absorbed into the Object/Point Edit area of the object mode.  To me that would mean slightly faster build times and it would also open the door to allow users to refine weighting manually via vertex properties.

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