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Topics - cumesoftware

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Finished Works and Works in Progress / Doorless lift WIP
« on: May 29, 2008, 03:27:26 pm »
This project is what you can call a "doorless" lift (or elevator). It is one of the models that were built in Europe in the 70's and 80's. It is still at is very beginning, This is perhaps the most ambitious project I've made. The final animation will have first person views, views from the shaft and views from the machine room.

The motor sound I'm using is awesome. It fits perfectly for a small lift. You can hear the original recording by pempi at:
http://freesound.iua.upf.edu/samplesViewSingle.php?id=33873. I've cleaned the audio and prolonged the landing to 3 seconds.

Anyway, here are some pics of the door:



Next thing will be the door frame. Of course I've to make the cars, the whole shaft, the lobbies at each floor and the machine room. Of course there is rigging, and then, texturing. The most complicated thing to do will be the traction cables, that have to deform around the drive pulley.

2
Anim8or v0.98 Discussion Forum / New function: Intersect edges
« on: April 04, 2008, 12:51:00 pm »
I don't knew of this would be an useful addition, but by my experience with anim8or I'm in need of a function that finds the intersection point of two unlinked and intersecting edges. The function would first evaluate if the edges intersect. For that, we have to see if all points are coplanar, and case positive, if the lines actually do intersect at a point. Case yes, the function would merge the edges by the intersection point.

This functions is practical when we want to calculate exact intersections to cut an object, when the cut faces function is not appropriate. This is only one example where such function would be handy. There were other situations where I add to calculate the intersection points by hand.

I have a C code to determine if 4 points (from the edges) are coplanar:
Code: [Select]
bool IsCoplanar (double x0, double y0, double z0, double x1, double y1, double z1, double x2, double y2, double z2, double x3, double y3, double z3) const
{
    return x0 * (y1 * (z2 - z3) - z1 * (y2 - y3) + y2 * z3 - z2 * y3)
    - y_ * (x1 * (z2 - z3) - z1 * (x2 - x3) + x2 * z3 - z2 * x3)
    + z_ * (x1 * (y2 - y3) - y1 * (x2 - x3) + x2 * y3 - y2 * x3)
    - x1 * (y2 * z3 - z2 * y3)
    + y1 * (x2 * z3 - z2 * x3)
    - z1 * (x2 * y3 - y2 * x3) == 0;
}
This code was adapted from a 3D point class I've made in C++. I still don't have the other two required functions figured out.

3
Finished Works and Works in Progress / Fireplace front
« on: April 02, 2008, 11:39:38 am »
This is a fireplace front that I'm planning to use in my palace room. It will be one of those antique, huge fireplaces, and a very elaborated one. The whole room is a work in progress, but it is only live on my mind, for now.


This is just the beginning of a decorated side stone. I will only make one. The other will be mirrored.


You can see the half column that will be on each side of the fireplace. Still much to do. Only 50% of the column is finished (about 5% of the whole work and about 0.1% of the whole room).

4
General Anim8or Forum / Where is Anim8or v0.96?
« on: March 28, 2008, 08:24:14 pm »
Is it me, or V0.96 died before being launched? Where is it? And why this version 0.97?

Please, don't get me wrong, but this issue is confusing me.

5
Finished Works and Works in Progress / Some models of mine
« on: January 23, 2008, 11:50:28 am »
This models are not meant to be pretty or detailed. But I consider them to be the most relevant models I've made so far. Please, feel free to give me your opinion, but keep in mind that these are finished works, so I do not intend to implement any improvements.


Bronze candelabrum set


Tall bronze candelabrum


Marble pedestal (untextured)

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Anim8or v0.98 Discussion Forum / Implementation of PNG in v0.96 or v0.97
« on: January 16, 2008, 12:34:29 pm »
It would be a big jump for Anim8or to support other formats than BMP or JPEG. There is the possibility of some formats being proprietary, but that is not the case of PNG. Basically, my idea is to implement the PNG format both when importing textures or rendering images.

PNG is a lossy compressed format that supports 32bit images, it even supports 16bit per channel (making 48bits per pixel). This makes PNG suitable for this application, where a true color image is needed and quality with compression is important too. The PNG standard is completely patent free, so it can be used with no restrictions. Also, PNG support is increasing through out the world. Many aplications already support it.

The only negative aspect is that the standard might take some time to implement in this program, so perhaps it is to be implemented in v0.97. I would recommend PNG Specification, version 1.2, which is entirely compatible with the joint W3C and ISO/IEC version, and perhaps the most used.

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