General Category > Anim8or v0.98 Discussion Forum

A list of ideas for anim8or

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hihosilver:
My recommendation would be a very low transparency setting, an ambiance of 1 so that it's not affected by lights, no diffuse, as you don't necessarily want it to have color, just be transparent, and a slight emissive value to brighten things up a bit.
In fact, here's a file with an example:
If you wanted you could even give it a neon green outline that always faces the user.

craksy:
maya has this feature called nurb premetives!
while polygon premitives are build up of edges, nurb premitives are build up of isoprams which is basicly curves!
this saves alot of time when modelig since you dont have to reposition a billion og vertecies, but just a couple to make round shapes for a head for example.

also theres stuff like cloth, liquids, and particle generation, which i really miss in animator!

i know maya is profesional software, and anim8or is a freeware programmed by a single person (amazing steve :O) so i may be asking for to much.

to compare with maya again: after i tried maya, i realised how important the shading is for the final result! even the most ugly model, can look photorealistic with the right shading, and light!
anim8or is really lacking of advanced shading/lighting features!

also, since directX is the most common 3D SDK, it would be cool if you could transelate anim8or into directX, cause i would really like to play around with some source code, and i know pretty much nothing about openGL.... maybe its kinda unrealistic because much of those here doesnt code, and because it would take a pretty long time to transate a program like this, but it would be cool anyway :D

texel:
Some ideas:

_ Export animated sequences to the .ms3d file format.
This file format is very simple, supported by a lot of 3D engine (such as irrlicht), and it can also by imported in Blender and converted to other file format (.x, .md2, .md5, ...).
The binary file format of .ms3d seems to be better than the ASCII because it supports up to 4 bones per vertices instead of 2.
It would be a lot easier for Steve to export to this file format than .x.
I think Anim8or could be a great modeler for Open source games with this feature.

_ Add ability to translate bones in sequences. In Anim8or, all bones are always sticked to each other. It is not the case for some modelers such as Lightwave and it is usefull to be able to detach some bones some times (Example: an animated character hold an another animated character which can go away). Without this feature, Anim8or will not be able to import skinned meshes from some of other modelers (ms3d, md5).

_ Add .png, .tga and .dds support. It has already be suggested but it's very important.

Water Music:
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.

xalener:
If you could set certain bones in certain figures as parents to objects in scene mode.

Like if you could attatch a red light to a robot's head bone......I'm saying this because that's excactly what I'm doing, and it'd be a LOT easier.

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