General Category > Anim8or v0.98 Discussion Forum
Are my suggestions possible?
RnDr FOX:
Here are some features that I would like for future anim8or releases (You all have probably heard all of this a million times)
- A particle system ( I know you have heard this)
- Anim8or's own UV mapper (like uv mapper classic)
(On the uv mapper part it would be cool if you can paint it too and it will show up on the model while you are painting)
- Also a function where you can split screens I know you can use view all but it would be nice if you can split the screen to up too 5 screens or more.
What do you all think is it possible and what are the steps to making this possible
hihosilver:
Alright, here's what I feel on the subjects:
1. Particle system: Terranim8or already makes particles possible. Yes, it's an external application, but no, it's not difficult to use. If there's already something that can do a good job of particle animation, I don't see why Steve would want to create the same thing in anim8or when there are many other requests that aren't in any way possible yet.
2. Built in UV mapper. To me, this is the same thing. Yes, a built in UV mapper would be awesome. Perhaps Steve will create one sometime. But as of now, there's external applications [http://www.sharecg.com/v/5169/software-and-tools/LithUnwrap---Free-UV-Mapper-for-Windows]Lithunwrap[/url], which I feel to be one of the best freeware UV mappers, UVmapper which it seems you already know about, and I hear Wings3d has a nice built-in UV mapper you could use. There are also plenty of tutorials on these different applications (they don't have to be anim8or specific since they're external programs not relating directly to anim8or.)
3. Splitting screens: I'm sure this could be done. I do kind of like the idea. Such as, when I want only two screens instead of four, since four can slow things down a lot, or give me a very small portion of the model to look at.
Kyle:
I think anim8or desperately needs a built in UV mapper tool. something that makes texturing more intuitive. what sounds like a minor inconvenience on paper is really making things more complicated then they have to be in practice. Ive alwyas had a hard time using external aps with anim8or as far as texturing goes. I can never figure out what is going to end up where when attempting to paint my textures. the more streamlined Steve can make this process the better it'll be.
RnDr FOX:
thanks for your input
the reason why I want a particle system is for hair and fur
A built in uvmapper would be great Because on UV mapper classis I am tired of exporting an object then making it 2D and when I import it back I get weird results also it would be nice if on the built in UV mapper it has a little paint program that goes with it so you can paint the 2D image and see what it would look like on the 3D model. Its kind of like body paint
And I am glad you like tthe split screen idea
hihosilver:
I can understand your want for particle hair and fur, but as of now, I don't feel that's very easy. Perhaps in the future Steve will give an attempt to implement something like this, but to me it doesn't sound very possible for a while. One thing I feel could really improve hair and fur production is correct shadows for transmaps (which would have to do with a raytracer.) Which, he doesn't have lighter shadows for transparent materials (which would be awesome to have.) As for a built-in UV mapper, I do agree that it would be nice. Still, I don't know how useful a built-in paint program would be either. It wont be powerful, nowhere near as powerful as photoshop or gimp. That's why programs such as 3ds max and maya don't have built-in paint programs. If you want to see if the textures wrap around your model correctly, people tend to use checkerboard patterns to fix things like stretching. I do hate UV mapper classic, but that's because there's no working view to see your model and how wrapping around the model is going. That's why I use Lithunwrap.
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