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2
Finished Works and Works in Progress / Eggs
« on: June 23, 2012, 05:35:03 pm »Uploaded with ImageShack.us
Not bad concidering how long it's been since i've done anything in anim8or
3
ASL Scripts / Sculpt Maps
« on: March 16, 2009, 08:34:32 pm »
Has anyone made an exporter for Second Life's Sculpt Maps? Wondering also if Steven knows about Sculpt Mapping.
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Anim8or v0.98 Discussion Forum / Just ideas..
« on: January 27, 2009, 08:09:28 pm »
Lately Ive been playing around with something called Incredibots found of course at Incredibots.com. It allows you to construct and make movies of little machines you create, with interesting controllers..This done all in 2d. I wonder if steve could incorporate something like this physics engine into anim8or , or at least it's controlers for animation.
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Finished Works and Works in Progress / I need a christmas Bailout
« on: December 14, 2008, 02:07:23 am »Well, it's a start...... maybe you guys can give me ideas to work on or something.
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ASL Scripts / independant axis?
« on: November 13, 2008, 01:21:55 am »
Gained a new fustration
Objects seem to have an axis independant of the "Object axis" or "viewport axis"
Turning the model or it's axis appears to do squat when moving a point with a point3 declaration. Moving the axis also doesn't do anything. maybe Im missing something?
In my code, I used the Parent location to play around with it a little. but even this seems effected by this "invisible axis"
Objects seem to have an axis independant of the "Object axis" or "viewport axis"
Turning the model or it's axis appears to do squat when moving a point with a point3 declaration. Moving the axis also doesn't do anything. maybe Im missing something?
Code: [Select]
/*************************************************/
/*** Script in progress made to flatten points ***/
/*** Created by: VBSmiles ***/
/*************************************************/
/*** declaration ***/
#command("object"); /*1*//* To start as menu item ? */
point3 $c_point, $ModLoc; /*2*//* current point */
float $dist; /*6*//* Distance between points and ... */
shape $model;
int $test, $i, $NP;
file $file;
string $Output;
/*** Initialization ***/
$model = project.curObject.LookupShape("mesh01");
$ModLoc = $model.loc;
/*** Get the number of points in model ***/
if ($model != NULL)
{
$model.Open();
$NP = $model.GetNumPoints();
for $i = 0 to $NP do
{
/* Get the selected point */
$test = $model.GetPointSelected($i);
/*** if selected then store it's values ***/
if ($test == 1)
{
$c_point = $model.GetPoint ($i);
$c_point.y = $ModLoc.y;
/*** move the point ***/
$model.SetPoint ($i, $c_point);
}
}
$model.Close();
refresh();
$file.open("$console", "w");
$Output = PrintToString("Parent Location:%e", $ModLoc.y);
$file.print("\n" +$Output+ "\n");
$file.close;
} else
{
$file.open("$console", "w");
$file.print("\n\n where the hell is the model? \n\n");
$file.close;
}
In my code, I used the Parent location to play around with it a little. but even this seems effected by this "invisible axis"
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ASL Scripts / Yeaaah..
« on: November 08, 2008, 11:43:45 pm »
Appearently this ASL stuff is rigged. Ok, maybe not. I just seem to be having a little problem with soaking in it as a programmer.
#command("object"); /*1*//* To start as menu item ? */
point3 $C_point; /*2*//* current point */
float $dist; /*6*//* Distance between points and ... */
/*7*/ $model = project.curObject;
/* Get the marked point */
for $i = 0 to GetNumPoints($model)
{
int $test = GetPointMarked($i);
if ($test = 1){
SetPoint ($i, $c_point.x, 0);
}
}
so uh.... what went wrong?
#command("object"); /*1*//* To start as menu item ? */
point3 $C_point; /*2*//* current point */
float $dist; /*6*//* Distance between points and ... */
/*7*/ $model = project.curObject;
/* Get the marked point */
for $i = 0 to GetNumPoints($model)
{
int $test = GetPointMarked($i);
if ($test = 1){
SetPoint ($i, $c_point.x, 0);
}
}
so uh.... what went wrong?
8
Finished Works and Works in Progress / short and sweet
« on: November 04, 2008, 02:08:40 am »
just another wierd project ( kinda small though )
the image below I grabbed from the vid ( lost the project LOL )
the image below I grabbed from the vid ( lost the project LOL )
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Anim8or v0.98 Discussion Forum / Why objects should retain the options for shadows in Raytracing
« on: November 01, 2008, 11:14:28 pm »
The first image uses no shadows.
Its a great photo on it's own, BUT...
The second image used shadows.... note that the light source sits in the lamp. A big oops.
I took off the 'light' here to show what should be ( shadows with more emphisis than intended to bring focus to them )
If you ever decide to introduce self illuminating objects, you'll probably want to deal with this issue.
Oh, I know how tough it would be to introduce shadows in the raytracer as it was in scanline. So don't blame ya if you never get it done
Its a great photo on it's own, BUT...
The second image used shadows.... note that the light source sits in the lamp. A big oops.
I took off the 'light' here to show what should be ( shadows with more emphisis than intended to bring focus to them )
If you ever decide to introduce self illuminating objects, you'll probably want to deal with this issue.
Oh, I know how tough it would be to introduce shadows in the raytracer as it was in scanline. So don't blame ya if you never get it done
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Finished Works and Works in Progress / Just goofin around....
« on: October 27, 2008, 12:02:06 am »
no real inspiration yet
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Anim8or v0.98 Discussion Forum / small interface change ( suggestion )
« on: October 20, 2008, 02:32:24 am »
I didn't even realize the tiny resize bar existed until an hour ago
Anyway I thought it would be better like in this photograph.
Anyway I thought it would be better like in this photograph.
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Anim8or v0.98 Discussion Forum / shadows killed my dielectric
« on: October 04, 2008, 10:07:09 pm »
In the first photo, everything went pretty smoothly and as expected. I rendered without shadows mainly to speed up render time ( kind of a pre-veiw for material, lighting, ect. )
In the second photo it didn't work out as nicely. I didn't have the object ( water ) casting or recieving shadows, but my blue water now looks like oil...
In the second photo it didn't work out as nicely. I didn't have the object ( water ) casting or recieving shadows, but my blue water now looks like oil...
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Anim8or v0.98 Discussion Forum / Metal Materials.
« on: September 28, 2008, 11:38:03 pm »
Thought I'd be generious and give out some metal materials for the new reflections. Sorry I couldnt do it a simpler way
Just copy and paste into a new .an8
Just copy and paste into a new .an8
Code: [Select]
header {
version { "0.97d beta" }
build { "2008.09.21" }
}
environment {
grid { 1 10 50 50 }
lighting {
intensity { 1 }
ambientintensity { 0.20000 }
}
framerate { 24 }
film {
size { 400 300 }
ratio { 4 3 }
}
}
object { "Steven's Metals"
material { "Gold"
attribute { "specular" string "reflection" }
surface {
/* RGB chunk no longer used */
rgb { 244 212 127 }
lockambiantdiffuse { }
ambiant {
rgb { 244 212 127 }
factor { 0.30000 }
}
diffuse {
rgb { 244 212 127 }
factor { 1 }
}
specular {
rgb { 255 255 255 }
factor { 0.50000 }
}
brilliance { 10 }
phongsize { 3 }
}
}
material { "Brass"
attribute { "specular" string "reflection" }
surface {
/* RGB chunk no longer used */
rgb { 237 185 49 }
lockambiantdiffuse { }
ambiant {
rgb { 237 185 49 }
factor { 0.30000 }
}
diffuse {
rgb { 237 185 49 }
factor { 1 }
}
specular {
rgb { 255 255 255 }
factor { 0.50000 }
}
brilliance { 10 }
phongsize { 3 }
}
}
material { "Copper"
attribute { "specular" string "reflection" }
surface {
/* RGB chunk no longer used */
rgb { 223 90 33 }
lockambiantdiffuse { }
ambiant {
rgb { 223 90 33 }
factor { 0.30000 }
}
diffuse {
rgb { 223 90 33 }
factor { 0.70000 }
}
specular {
rgb { 255 255 255 }
factor { 0.60000 }
}
brilliance { 1.8 }
phongsize { 0.60000 }
}
}
material { "Silver"
attribute { "specular" string "reflection" }
surface {
/* RGB chunk no longer used */
rgb { 182 182 204 }
lockambiantdiffuse { }
ambiant {
rgb { 182 182 204 }
factor { 0.30000 }
}
diffuse {
rgb { 182 182 204 }
factor { 1 }
}
specular {
rgb { 255 255 255 }
factor { 0.50000 }
}
brilliance { 6 }
phongsize { 3 }
}
}
material { "Steel"
attribute { "specular" string "reflection" }
surface {
/* RGB chunk no longer used */
rgb { 224 224 224 }
lockambiantdiffuse { }
ambiant {
rgb { 224 224 224 }
factor { 0.30000 }
}
diffuse {
rgb { 224 224 224 }
factor { 0.70000 }
}
specular {
rgb { 255 255 255 }
factor { 0.40000 }
}
brilliance { 2 }
phongsize { 8 }
}
}
material { "Alien Green"
attribute { "specular" string "reflection" }
surface {
/* RGB chunk no longer used */
rgb { 3 217 3 }
ambiant {
rgb { 1 104 1 }
factor { 0.30000 }
}
diffuse {
rgb { 3 217 3 }
factor { 0.70000 }
}
specular {
rgb { 255 255 255 }
factor { 0.40000 }
}
brilliance { 10 }
phongsize { 3 }
}
}
}
scene { "scene01"
frames { 72 }
groundgrid { 1 }
shadowbias { 0.00100 }
background { 153 153 153 }
camera { "camera01"
loc { (150 100 200) }
orientation { (-0.04877 0.93733 -0.14632 -0.31244) }
fov { 60 }
number { 1 }
controller { "active"
track {
booleankey { 0 0 "T" }
}
}
}
}
15
Anim8or v0.98 Discussion Forum / Wow. Major render bug...
« on: September 28, 2008, 11:14:20 pm »
Seems that there is a major crash rendering in stereo. attempted to do it 2 times with same results. I haven't tried a simpler project to deturmine exact cause. but thought you would like to know about it anyway Steven
Update. Did a very simple project with same results. Maybe have to do with the new movable renders?
Update. Did a very simple project with same results. Maybe have to do with the new movable renders?