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Messages - NickD

Pages: [1] 2
Finished Works and Works in Progress / Re: Torpedoboat, "Taurus" class
« on: November 22, 2014, 12:49:54 pm »
I want to update this project, but first i need to finish this:

Finished Works and Works in Progress / Re: Torpedoboat, "Taurus" class
« on: April 08, 2011, 05:09:08 pm »
Well, I'm done with the model. Only markings and flags left, but i will deal with them later.

Finished Works and Works in Progress / Re: Torpedoboat, "Taurus" class
« on: April 05, 2011, 02:04:59 pm »
Many thanks for the advises!
The texturing seems to be ok, it was very easy to use transparent textures, when you know how to do it! Thanks a lot!
I've made first attempts to make wake and smoke, and it seems to be ok. I'll just need to perfect smoke and add stern wake, but it is now only matter of time.

About the rendering - yes, the shadows are enabled. I've added a single light, activated lights casting of shadows, but now when using ART tracer, anim8or crashes!
Using scanline renderer gives the render you see above - without shadows.

Arik, thanks for advise, I will try your method. I'm now preparing the texture in Photoshop, using your sample, so soon i will be able to post the results. I suppose it will fit great for gray (war) paint scheme, while the black (standard) camouflage will not be affected much, but here i plan to add some rust :)

I'm accepting gratefully advises, I work with Anim8or for some time, but lat weeks I learn much new things!

Finished Works and Works in Progress / Re: Torpedoboat, "Taurus" class
« on: April 04, 2011, 12:13:19 pm »
Yes, it behaves same way on my PC too.
Sometimes I manage to render a picture like this:

Sometimes it just hang up and i can't figure the pattern of hangups.
Anyway, i will try to render until it manage to complete the render.

Can I ask few more questions, please?

At first, what is the way to render with shadows? The older version of Anim8or renders the shadows in ART Ray tracer, the latest not, and I cant figure how the shadows may be turned on.
The second question is : Are the opaque textures (Alpha blend?) possible in Anim8or? I need such stuff for adding wake and smoke to the ship.

Finished Works and Works in Progress / Re: Torpedoboat, "Taurus" class
« on: April 02, 2011, 01:39:24 pm »
Yes, ART tracer works on 4, 9 and 16 samples per pixel, i suppose more will work too, but for too much time.
Here is the final model without texturing. I will texture it soon.

I have another question: i read in the forum about the ART tracer, but isnt it suppose to make shadows too?
I didnt find how to cast shadows on the model.

Finished Works and Works in Progress / Re: Torpedoboat, "Taurus" class
« on: April 01, 2011, 12:15:48 pm »
Sorry about delayed answer, i was unable to write earlier.
I've tried ART Ray tracer renderer, AA parameters - 64 samples per pixel, Multy-jittered sampling method.

These options not work even on my desktop too. Anim8or stays at 25% cpu , constatnt memory size and freezes - esc key for cancelling render didnt work too.
Maybe i mismatched something, somewhere?

Many thanks for great texture link, i will use some samples :)
Thanks for UV Mapper suggestion too - i've finised the model and now experiment with the texturing, i hope soon you can see the results.

Best regards,

Finished Works and Works in Progress / Re: Torpedoboat, "Taurus" class
« on: March 27, 2011, 11:18:05 am »
Many thanks for the advise! I'm trying AO-pass now, but it takes too much time to render on my laptop (30mins or more, still not seeing nothing), so i will have and post the result later. I suppose these best quality renders must be done on my desktop machine :)

About the textures: I've textured some details already (wooden planks, cloth, etc.), but not everything worth full texturing, because these ships were thick painted. You can see here:

But i thought of adding some rust and identification text on the boards (like on japan pre WWII ships) so i will texture some large areas. Do you can advise me about some usefull UV-mapper program, because i want to place these textures precisely.

Meanwhile, i was able to add some new details to model:


Finished Works and Works in Progress / Torpedoboat, "Taurus" class
« on: March 25, 2011, 02:22:12 pm »
I present you my recent work - an end of 19 century torpedoboat, designed by me.
She is mix of Yarrow and Schneider designs, customized by me at my liking.
The work is almost completed, i need to add a boat and some little details, and also finishing the painting - including textures on some details.

But I need some advise: First - is someone knows how to make anchor chains? The chain plugin didnt work properly, and i need not a straight, but curved chains. If it is possible, I want to avoid making them detail by detail on hand.
Second - I'm not satisfied from renders - the details look unnatural on this lightning, and some curved or edged details look at render only like plain colour - their edges cant be seen, no shadows or other signs showing position of the edge - for example you cant see edges on charts and flags boxes on the bridge - they look plain brown. Can someone advise me how to make the render better?
Overall look from the bow:

View from another side:

Side view:

Afterdeck detailisation - dual topedo tube, mast with crane, rear bridge with projectors and torpedo reload on a cart:

A close look to the bridge and forward 6pdr Hotchkiss guns and ammo:

Best Regards,

Finished Works and Works in Progress / ShipMaker3D Demo
« on: June 21, 2010, 06:33:14 am »
I'm working on a software, which can generate automatically the 3D ship models for the Anim8or.

The software works this way:
First you can enter geometrical parameters of the ship's hull, you can add the superstructures as well, and at last - add a specific elements of the ship (guns, other weapons, radars, boats, etc.)

Working on a hypothetical post WWII modified cruiser:

First try of the Koni class frigate

After finishing the design, you can simply hit "Export to 3D" button and Animator ASL-script will be generated. You then simply can run the script in the Anim8or and your ship will be created for render or additional "by hand" modifying.

You can test the demo by yourself by getting the archive from this post.
Simply unarchive the demo, preserving archive subdirectories and no other install is needed.
The archive includes saved both ships you seen in screenshots. To load them, use "Load ship" menu and choose a .sm3 file from "Saved Ships" directory.
YOU WILL NEED MICROSOFT .NET FRAMEWORK INSTALLED ON YOUR PC TO RUN THE SOFTWARE! If you dont have one, download and install it from the microsoft site.

Because this is a demo, it still not included various bow and stern shapes, it is limited to few superstructure shapes and few items too. This will be change during the continuous work on the software.

The good news is that additional items can be added by everyone.
I'm still not wrote the manual, but will explain with a few words how it can be done:

1. Install "Expost to script" plugin in the anim8or. Plugin is located in "tools" directory in the archive.
2. Draw or get somewhere 3D model of the gun/system. It can be centered about coordinate axises, and it can match the scale 1 anim8or unit = 1 meter
3. Select the 3D model and export it to *.txt
4. Open the "Resources/Items" directory and place the exported file there.
5. Create a *.cfg text file with the same name. You can use the existing .cfg file to see what it contains, it is easy to understand.
6. Draw the left right and top 2D views of the item in scale 2 pixel = 1 feet. Put the pictires in the Item directory and name them <item name>_picR.<ext>, <item name>_picL.<ext> <item name>_picTL.<ext> and <item name>_picTR.<ext>.
The <ext> - extension of the file may be PNG, BMP or GIF. The white color (255, 255, 255) will be drawn as fully opaque. Do not use JPG, it is possible, but compression will damage da opaque color.

What is next:
The work is far away from completion so in future versions you can see:
-Different bow and stern shapes, deck curves(partially done, but interface not implemented)
-Age filter for systems - if you activate it, you will be unable to place modern missiles on ironclad, for example.
- Item and superstructure highlighting for easier design.
- Materials will be imported in objects.
- Calculated hull shape for different box coefficients - the shape of the hull will be more "Fat" or "slim", depending of your choice.
-Lots of items and weapon systems.

So this is it. If you have any questions or suggestions i will be glad to answer.

ASL Scripts / Re: Converting a mesh to script - is this possible?
« on: June 13, 2010, 04:53:12 pm »
New superstructure shapes added to software, new objects are imported. I also managed to optimize script a little, reducing size of auto-generated code three times overall (it was my programing error)

ASL Scripts / Re: Converting a mesh to script - is this possible?
« on: June 10, 2010, 11:59:56 am »
A few screeneshots with new functionality added:

-screenshot from software

-render of automatically generated model

ASL Scripts / Re: Converting a mesh to script - is this possible?
« on: May 30, 2010, 01:00:32 pm »
Ok, for sure I will let you know!

But for now, the work goes slow, but steady.
It is still early to share the demo, but you can see two screenshots:

From the software:

Result in the 3D modelling software:

For now, type of the superstructure is only "Box", but this will change soon.
I've also readied (but not yet implemented) concept of adding prefedined elements (guns, radars, anchors etc.) and soon will activate this option.
For this option I asked my question above.

The better news here is that anyone, which can draw a gun, radar or something else will be able to add it into the software for use. And the process of adding will be EASY! :)
It will be some more work on the ship's hull forms, i will add different types of bows, sterns, rudders, shafts and propellers.
But this will take some more time too.

It is still period of refining the concepts, so if someone have wishes or suggestions, I will be glad to hear.

ASL Scripts / Re: Converting a mesh to script - is this possible?
« on: May 29, 2010, 03:47:25 am »
I've done it!
See the attached plugin.
It is first variant and imports only shape, not the materials and textures, but solves the problem.

ASL Scripts / Re: Converting a mesh to script - is this possible?
« on: May 29, 2010, 01:51:19 am »
Ok, i will be more specific.
I'm working on a software, which can create a 3D model of the ship, according only of few parameters you enter.
The software automatically generates a script, which can be started at the anim8or.
I've already started with a ship hull script, you can see at this thread:
For now I've gone further, and now develop a C++ software with a graphical interface.
The concepts of the hull and superstructure creation are ok, and they works. But i want to have some predefined 3D models (like guns, projectors, wintches, anchors etc.) which can be added to the model. These models must be added as a part of the script. So i want them as a script. But it is easier to draw the models and somehow convert them to a subscript, which can be imported in the main generated script.

I've looked of the topics here and found that import scripts are not supported.
But I run to another idea - to make an EXPORT script which generated a SHAPE CREATION SCRIPT, i will use then :)
I think the idea will work and i will try now.

About my software - it is still on "concept proving" stage, but it works. I can publish a current build if someone interested, but it will need much more work to be a finished product.

ASL Scripts / Converting a mesh to script - is this possible?
« on: May 28, 2010, 11:03:14 am »
The problem I encounter is following: I have some meshes drawn, that i want to have on script.
It will be difficult and time consuming to write each script on hand. Can it be made automatically?

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