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Messages - Kubajzz

Pages: 1 [2] 3 4 ... 34
16
If you need to know how to use attributes, try downloading the sample files from the ART Raytracer page. If you need to use attributes from ASL, just look into the ASL specification, there are a few methods that make it possible to read attribute values.

ASL scripting in the scene mode is very restricted though and it is not possible to access scene attributes from scripts...

17
ASL Scripts / Re: Conditional Loops
« on: April 27, 2010, 03:37:31 am »
Oh... Yeah, ASL is pretty much based on C but only a few C operators are supported... I'm glad you solved the problem. Good luck with your script!

18
ASL Scripts / Re: Conditional Loops
« on: April 26, 2010, 03:29:24 am »
It would help if you showed a piece of your code...

It looks like you have a problem with basic ASL syntax (semicolons, block statements...). Here are a few rules to remember:
  • Every statement (variable declaration, assignment, function call etc.) must be ended with a semicolon
  • The curly brackets are used to create a compound statement - there can be zero or more statements between the brackets and the whole thing behaves like a single statement. There is not a semicolon after the closing curly bracket
  • There must be a matching closing bracket for every opening bracket
  • Compound statement can be used wherever a normal statement can be used

Here are a few examples (note: the code in these examples doesn't make much sense, it's only purpose is to show the proper syntax):

Code: [Select]
/* An empty loop */

while ($a == $b) { }

Code: [Select]
/* A loop with one statement in its body - the following examples are equal */

while ($a == $b)
  $number1 = sin($number2);

while ($a == $b) {
  $number1 = sin($number2);
}

Code: [Select]
/* A loop with more statements in its body */

while ($a == $b) {
  $number1 = sin($number2);
  $number3 = abs($number1);
  /* more statements can be here... */
}

Code: [Select]
/* WRONG CODE - semicolon missing after statement */

while ($a == $b) {
  $number1 = sin($number2)
}

Code: [Select]
/* WRONG CODE - an extra semicolon after the closing curly bracket */

while ($a == $b) {
  $number1 = sin($number2);
  $number3 = abs($number1);
  /* more statements can be here... */
};

The "if" statement syntax is pretty much the same btw.

I hope it helped...

20
General Anim8or Forum / Re: Strange Perspectives in Scene Mode
« on: April 05, 2010, 05:13:03 pm »
I agree with Lynn... This is what happens if you set the FOV too high. The way perspective projection is simulated in 3D programs is not exactly how we see things in real life and as a result the objects on the side of the screen might get distorted.

21
General Anim8or Forum / Re: OBJ and MTL files. Newbie.
« on: April 03, 2010, 08:48:27 pm »
Kreator has a good series of video tutorials: http://www.anim8or.com/smf/index.php?topic=2598.0

There are also many good tutorials on this site: http://members.multimania.nl/jonim8or/tutorials.html
I especially recommend this one (basic UV-mapping in Anim8or): http://members.multimania.nl/jonim8or/land_tut.html
and this one (UV-mapping in UVMapper): http://members.multimania.nl/jonim8or/uvtext_tut.html

22
General Anim8or Forum / Re: How can I reduce poligons correctly?
« on: April 03, 2010, 06:17:59 pm »
First of all, it is not possible to reduce the number of polygons without loosing quality. You have either good quality, or low polygon count... The best you can do to keep the best quality is to reduce the polygons by hand, but it takes some time...

As for an automated poly reduction, there is an ASL plugin called "Poly reducer" that might help you, you can find it here: http://www.anim8or.com/smf/index.php?topic=1705.msg12724#msg12724

There are 2 problems though. First, the plugin only works on triangulated meshes. Second, the plugin is very slow. If your mesh has more than 1000 triangles, the plugin execution will probably take about 10 minutes. I don't recommend trying 1000+ meshes...

If this plugin doesn't do what you want, you'll need to find a good external tool, I can't really help you with that...

23
Anim8or v0.98 Discussion Forum / Re: v0.97d Preview Ready
« on: April 02, 2010, 05:05:46 pm »
I don't know how difficult it is to change the file syntax, but I believe it is difficult enough to be avoided whenever possible. For example several common identifiers in the .an8 format are misspelled ("ambiant", "parameteric"), but Steve didn't change them, because there was no really good reason to do it. Again, the .an8 format is primarily designed for the Anim8or parser and I don't think the parser does care of proper spelling.

The .an8 format is not fully backwards compatible, if you try to open a new .an8 file in a very old version of Anim8or, it will most probably fail because there have been a few breaking changes over the years (new material and texture settings, subdivision shapes, morph targets, painted weights, controller scripts...), but all these changes were necessary...

24
General Anim8or Forum / Re: OBJ and MTL files. Newbie.
« on: April 02, 2010, 04:45:13 pm »
The .mtl file contains materials used in the associated .obj. You can ignore the file, all you need to do is to import your .obj to Anim8or and .mtl will be parsed automatically. It should still work even if you delete the .mtl, but you will be missing some materials when you import your models.

As for the UV map, you can use built-in Anim8or UV-mapping tools for basic mapping or you can use an external program. Try searching for Lithunwrap or UVMapper (I personally prefer UVMapper...).

25
Anim8or Challenges / Re: Challenge #15: ...and then there was light.
« on: April 01, 2010, 07:44:06 pm »
Quote from: 3Dgeek11
I keep seeing this round dome in everyones' lighting close-up thing, and wondering why you do that and how..?

It's sort of universal placeholder if you do not want (or do not need) to model a full background/environment. You could only use a ground plane, but the end of the plane would most likely be visible which might not look good. If you add "walls", the problem is solved.

I usually make an L-shaped spline and lathe it to create sort of half-cylinder with a rounded bottom edge.

I like your image btw :P ;D

26
Anim8or Challenges / Re: Challenge #15: ...and then there was light.
« on: April 01, 2010, 07:26:42 pm »
Good job everybody so far!

Here is my quick entry, a simple caustics effect. I will try to create a more complex scene with better lighting...

The image was done entirely in Anim8or, no post-production or textures (except for a bumpmap on the floor...).

I used only 3 spotlights:
One is just below the sphere to create the caustics effect.
Two lights were used to light up the scene and create the soft blue-colored shadow. These 2 lights have the same position and orientation, one of them is yellow and the other one is blue. The blue and yellow light create a white light when combined together, but only the yellow light casts a shadow, which makes the shadow appear blue.

27
ASL Scripts / Re: lock models
« on: March 30, 2010, 04:01:09 pm »
You can put the inner shape into a group, that's what I always do. Its points will still be selectable, but certain operations (moving points etc.) will be disabled so you can't accidentally change the original shape. Just select the shape and press "g" to create a new group with one child shape.

Other than that, the only possible way to completely "lock" a mesh is to convert it to a parametric shape. That's not possible in Anim8or, but there is a way around in ASL. BOB_I_Ts recently wrote a script that exports any shape as a parametric mesh plugin. You could export your shape, re-start Anim8or and use the newly created plugin to build a read-only copy of your shape...

28
ASL Scripts / Re: F8ce primitive
« on: March 27, 2010, 10:48:59 pm »
Great progress! I can't wait to see this project finished.

29
Finished Works and Works in Progress / Re: GrassTestRender
« on: March 26, 2010, 04:25:03 pm »
The last render looks really great! Very realistic!

30
Awesome stuff! 15 stars out of 10, that's all I can say.

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