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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 - Francesco

Pages: 1 [2] 3 4 ... 13
16
Yes that's not a walk around the block, Lynn, but I like very much to take on challenges, even more if I'm really interested in the final result - which I am for sure. And welcome back! I think it's always a good day the new gear's day ;)

You're welcome Andrew, as I said above it's not a joke but it can be done. Just like you said, the most tricky part will be to manage all that amount of actual animation data, but I've got some ideas to work it out. I'm currently stuck on a crash due to a bug that is silly (I guess) and slippery (for sure).

Have good time people!

17
Well done Neirao! That's really a useful tool for all Anim8ors.

I just downloaded it and I'll use it for sure, then I'll be glad to give my suggestion for improving it - if I'll have any, but from the screenshots seems like you have already done a great work.

18
25% done - just completed the loader. Now I have to convert the BVH nodes into Anim8or bones, convert the motion section into a sequence and finally save everything into a an8 project.
It is going to be a standalone C++ converter and not a script. I hope not to get stuck and to release it in a short while.

19
Ouch! You're right, I didn't think about interpreting your sentence that way, which is fine as well. Anyway, that's a small misunderstanding, easily worked out ;-)

About the BVH files, I thought there already was a converter/importer... didn't you base your animation on a BVH file? I think I missed something.

Maybe there is a chance that Anim8or could already import figures and animations in some format for which there is already a BVH converter, I'll investigate it and I'll let you know, seems like this feature could be interesting for many people. [Edit: Just checked out and realised that Anim8or only imports its own formats, as for figures and animations... well, I might have a try at writing an appropriate converter]

Good continuation.

20
Anim8or v0.98 Discussion Forum / Re: Enhancement NEAR Z-limit
« on: December 09, 2008, 11:46:10 pm »
Not sure, but maybe there are separate settings, one for renders and one for edit view, really don't know, try to fiddle with the values to see if you can guess the behaviour.

21
General Anim8or Forum / Re: what goes with anim8or
« on: December 09, 2008, 11:44:41 pm »
Thanks, I was on Opera Mini and I couldn't see the link to report it... (sweet <frame>s... how much do I love them :-\)

22
General Anim8or Forum / Re: what goes with anim8or
« on: December 09, 2008, 10:02:16 pm »
Take a look to the "resource" page in the main site, there is a list of Anim8or related software

23
General Anim8or Forum / Re: how do i use it?
« on: December 09, 2008, 02:25:45 pm »
You can start with the manual:
http://www.anim8or.com/manual/index.html
and then you can continue with the tutorials:
http://www.anim8or.com/tutorials/index.html
Once you have done this, you only need an idea about something else to do and a bit of patience to experiment on Anim8or.

And don't forget to post here if you need help or advice, this forum is meant for that - and for sharing your works, of course ;)

24
ASL Scripts / Re: Please help with the cylinder script!
« on: December 09, 2008, 10:53:21 am »
Cool and useful scripts NickD, well done and thanks for sharing!

25
Yes you're right VBsmiles, and although I already mentioned this workaround in my first post above I'm glad you took the time to drop in and suggest your solution. Everything is fine, Anim8or is fantastic as it is, this is really just a minor issue.

26
General Anim8or Forum / Re: making 15agon
« on: December 08, 2008, 11:35:08 pm »
Good that you got rid of the problem aGMuser.

Claude, thank you for the details, I didn't know those particulars but after reading your posts and playing around within Anim8or I undestood the mechanism.

27
General Anim8or Forum / Re: making 15agon
« on: December 08, 2008, 11:21:13 am »
Yes you're right aGMuser, the upper part is concave too but it doesn't show the same problem of the lower part. This is quite strange. Could you post your project or maybe just the exported object that shows that behaviour?

28
Actually, I think that only the following cases should be forbidden due to circular reference:
- One object facing or having the same orientation of one of its offsprings (while the other way round should be fine);
- Two objects that rely on each other's orientation (I mean using the "other" option, not the "facing other", which should be fine)

29
Anim8or disallows setting two object to face each other because it would create a circular dependency.

I think this should be changed somehow, because it creates a circular dependency only if they are in the same branch of a hierarchy tree.

In other words, if two objects aren't one parent of the other (whichever the level of "parent/child" you have), then those two objects can actually face each other, with no risk of circular dependency.

This isn't truly important, because this issue can be worked around by adding another object as a placeholder, but I wanted to point it out anyway, as it would be a minor improvement.

30
Quote from: headwax
I aim to displease has become my motto.
Uh? Isn't that a paradox just like "I'm happy to be unhappy"? Eh, if you find someone that is pleased by your motto, the motto itself breaks in that case ;)

Quote from: headwax
I'm still looking forward to playing with the deformation mesh script you wrote over the holiday break. Thankyou.
Mmm, maybe this part should be addressed to Kubajzz, who made the deform script - unless you meant to speak about my magnet scripts, that actually deform the meshes -  but there too, I use to have work breaks among holidays, and not the other way around, and this would confirm that you were mistaken ;)


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