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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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 on: October 06, 2018, 08:23:11 pm 
Started by NickE - Last post by NickE
Have you run into BVH files the BVH2an8 cannot handle?  If so, please post them, and I will see what I can do.

Thank you,

 on: October 06, 2018, 05:58:50 am 
Started by Steve - Last post by daniel99
Hey, @Steve
       Just a quick question. Let's say I have Scene01, with Figure01 (animated). If I create Scene02, I import the same figure, and I try to copy the animation keys it won't work. Also, the lights or camera animations keys from one scene to another. Will you consider that, would be very helpful.
       Second. Is there a way to only render the shadow cast by a figure/object? That would also be amazing, being helpful in compositing.
       How it would be to use hrdi or panoramas to light a scene or character?

 on: October 04, 2018, 07:36:09 pm 
Started by deleteme - Last post by deleteme
The most commonly missing feature is animation.
I know Blender for Android, but the UI is cluttered and the app is buggy.
Thanks by the way, I misinterpreted Anim8or features.

 on: October 04, 2018, 10:58:54 am 
Started by deleteme - Last post by selden
The Android operating system is a variant of Linux. If your Android device has been "rooted", you might be able to run Anim8or with Wine, as people have already done under other versions of Linux.

Note that Anim8or cannot do all of the things in your list. Generic boolean operators are missing, for example, and the currently available 3rd party plugins which try to implement them have serious limitations.

There are quite a few products which can be used to design 3D models under Android. Which ones have you evaluated and what can't they do?

A version of Blender is available for Android, for example. It can do everything on your list and much more. Unfortunately, its user interface can be difficult to learn.

 on: October 03, 2018, 07:53:59 am 
Started by NickE - Last post by daniel99
@NickE Hey, man. Any new updates for BVH2an8 soon?
     Anim8or has a great ik now, so I believe this could also solve the little problems the imported character's had.

 on: October 03, 2018, 06:23:42 am 
Started by deleteme - Last post by deleteme
Hello everyone. I'm new here, so greetings: I'm Ivano Da Milano.
I'm looking for something as close to Anim8or as possible, for Android.

I need at least the following features:
 - Modeling
 - Rendering
 - Rigging
 - Animation
 - Boolean modifiers
 - Bevel
 - Painting on mesh
Please, don't reply with a quick Google search: I've already checked out Google, Play Store and extensively.

Many thanks to who will help.

Bye, Ivano.

 on: September 30, 2018, 04:35:48 pm 
Started by Bman - Last post by Bman
Thanks Trevor.  I had to look up the term, but my understanding is a 1D,2D, or 3D "Sprite" is a concept/program code or object (however it is manifested in physical geometric shape) that displays a static bitmap image that is always visible from any direction facing the player's point of view or camera view(?).  That's not exactly correct but I digress.  Game doesn't support "sprites" in the traditional sense.  Anyway, I haven't had time to test yet, but I'll build a concentric-cylinder (lightsaber) blade shape as you mentioned. Thanks.

 on: September 28, 2018, 07:06:20 pm 
Started by Bman - Last post by Trevor
All triangles have a "front" and "back" face. Most environments cull back faces to improve rendering time, you need to stop that from happening with the "volumetric Sprite" (and Im not sure how you are not clear about what I mean when you attach an image of exactly what Im talking about :S )

Also, there is no post, its an image which is already attached in my post above.


 on: September 28, 2018, 11:24:54 am 
Started by Bman - Last post by selden
Are you willing to specify the game engine that you're working with?

Is it available for download somewhere?

Sometimes fresh eyes looking at a program's specifications can discover something that's been overlooked.

 on: September 28, 2018, 05:27:04 am 
Started by Bman - Last post by Bman
Trevor, I searched for your post you are referring to, but I don't think it exists anymore.(?)  Direct link ?

Anyway, in the mesh image shown below (un-textured at the moment) is what I tested with one of the above Lights.png texture map on each intersecting plane. But I think I need to use the "two-sided" texture mapping feature in Anim8or for each plane, before I export to .3ds format.  I've also wondered if scaling the applied texture map has any significance. (?)

In the game environment, I rotated the model around and it appeared the back side of some planes were transparent because the game engine thinks that the face normals exist on the textured side.  Also, I had deleted the sphere enveloping the planes, but if I fill in the faces of the sphere and map a pure transparent black texture to the entire sphere, that might allow the shadow property applied from any random light source to fall on the opposite side of the enveloping sphere (which is invisible anyway) and not affect the interior planes.  The only other cosmetic effect left is maybe add a 90 degree plane at the bottom or center of the intersecting planes (inside the sphere) so you see the flashing light effect looking up from below the model.

I'm still not clear about volumetric 2d/3d sprite objects or how to do that.  Game engine is 3d flight simulation game using 3d meshes/objects.  I read some threads about lightsaber blades and making concentric cylinders, but you're right that it adds a higher poly face count if I did it with multiple spheres... and color banding effect.  Wanted to test what Selden wrote too about  UV tool's "Spherical projection".  Wasn't aware of that.

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