Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Claude

Pages: [1] 2 3 ... 19
Finished Works and Works in Progress / Re: "Trek universe" spaceships
« on: October 26, 2021, 03:24:36 pm »
I watched the original series in the sixties.
Never thought at the time that it would still
be around some 55 years later.
Bf109, is it a reference to the plane ?

Finished Works and Works in Progress / Re: Question about rendering
« on: August 29, 2021, 08:22:24 pm »
Scanline and ray tracer renderer CPU-based.

Opengl and workspace renderer GPU-based.
Both use Opengl, one of the graphic card API.
Remember the shaders you selected a while ago?
They are programs running on the GPU calculating
the frame buffer pixels displayed on your screen.

General Anim8or Forum / Re: Yet Another "Possibly" Stupid Question
« on: August 12, 2021, 07:58:26 pm »
Ambient is what you see when there's no specific light present (point, spot or infinite).If you're in a closed cavern without light inside, ambient is zero. If you're
in a field covered with snow  ,surrounded by a forest, with
a cloudy sky and no moon, even if there's no light, you still see something. Then, you would use the same texture as for diffuse , but with a low ambient factor.
You would see only the ambient texture with no contribution by the diffuse texture.

General Anim8or Forum / Re: Yet Another "Possibly" Stupid Question
« on: August 12, 2021, 07:23:46 pm »
3. "Normal Map" A normal is a unity vector perpendicular to a surface. It gives the orientation of the surface  at a point and is used to calculate lighting at that point. The rgb value of each pixel of a Normal Map gives a normal value  for this pixel.
vec3 rgb_normal = normal * 0.5 + 0.5; // transforms from [-1,1] to [0,1]  Reverse the formula to get the normal from rgb.
Similar to Bump Map.
Examples here:,5341.0.html

Menu: View/Viewport preferences Shading
Select Use shader. GLSL if you can.
If not ,ARB. If none ,you're out of luck.

General Anim8or Forum / Re: About an8. format.
« on: July 25, 2021, 06:56:15 pm »
Old Codger
If you click on the link, you'll see that I was simply quoting
I know it was written  as an export script example.
The quote made me think it could be useful.
If there's ever a problem with the export function, you
could use the script  and possibly change it.

General Anim8or Forum / Re: About an8. format.
« on: June 23, 2021, 12:05:16 pm »
...or try the obj export plugin. As mentioned:
"This plug-in exports an Object to the .obj format. It behaves very much like the one built in to Anim8or except that it also creates a .mtl file."

Don't know if the import function support material though.
You need to experiment.

Finished Works and Works in Progress / Re: it works!!
« on: April 07, 2021, 02:01:33 pm »
Are you writing a Blender export plugin ?

General Anim8or Forum / Re: animating phoneme morph targets
« on: April 05, 2021, 03:16:04 pm »
Love it. Great work.
Suggestion: please limit the head rotation, so that
we don't lose sight of the lips and the eyes.


Typing it worked. Adding it to the post also. But after I corrected my post, it stopped working.

Steve, it seems you're the only one having access permission.

I would like to add this to Steve's explanation hoping that
it would help you understand:

In point mode, if you double
click on a point, you get its coordinates.
In object mode, if you double
click on a mesh you get a transform
(translation + rotation) to be applied
to each point of the mesh before rendering
to the viewport. Think of Location as a translation.

When you join 2 meshes, all the points coordinates
are updated by applying their mesh transform and
the new mesh transform is set to 0.

General Anim8or Forum / Re: Unexpected Behavior: Texturing
« on: December 10, 2020, 10:08:58 am »
I use the uv editor so rarely that I had to check if the
undo function was actually working. :) :)

Pages: [1] 2 3 ... 19