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Messages - bamman62

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Anim8or v1.0 Discussion Forum / stl ascii export issues?
« on: April 13, 2019, 02:04:23 am »
I've recently found myself using anim8or's stl ascii export feature to make simple geometries that can be parsed with relative ease in my own code, but there's something odd about the files that animator generates. While they work great, I've noticed that it has 9 vertices per loop defining each triangle (with the last 6 being duplicates of the first 3). While it has no influence on the functionality (apart from an increase in file size), I was curious as to why this might be the case. Below is a snippet from a cube made in anim8or and exported as an ascii stl file.

solid object01
  facet normal 0 1 0
   outer loop
    vertex -27.401 20.1845 -20.3473
    vertex 12.968 20.1845 14.3787
    vertex 12.968 20.1845 -20.3473
    vertex -27.401 20.1845 -20.3473
    vertex 12.968 20.1845 14.3787
    vertex 12.968 20.1845 -20.3473
    vertex -27.401 20.1845 -20.3473
    vertex 12.968 20.1845 14.3787
    vertex 12.968 20.1845 -20.3473
  facet normal 0 1 0
   outer loop
    vertex -27.401 20.1845 -20.3473
    vertex -27.401 20.1845 14.3787
    vertex 12.968 20.1845 14.3787
    vertex -27.401 20.1845 -20.3473
    vertex -27.401 20.1845 14.3787
    vertex 12.968 20.1845 14.3787
    vertex -27.401 20.1845 -20.3473
    vertex -27.401 20.1845 14.3787
    vertex 12.968 20.1845 14.3787

I did not. After enabling it, it has started working fine. Thanks.

Always glad to see updates. Thanks Steve!

Fast select works well. Orientation setting seem to be going strong too.

The alpha values on the image transparency don't seem to work, instead they just tint the image yellow.

.gif files with transparent portions seem to be rendering properly.

General Anim8or Forum / Re: Anim8or 3D Viewer
« on: April 10, 2014, 02:26:47 am »
Testing this magic.

Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: April 10, 2014, 02:11:19 am »
I have a few things that I would like to see that I think would be useful. If I suggest something that's already implemented or would be too much trouble with too little benefit, I apologize ahead of time.

-Pan being integrated as a keyboard shortcut.

-Icon subsets would be useful. Instead of going into the build menu to change from a dodecahedron to an icosahedron, perhaps something like right-clicking the icon would bring up all primitive variants that are related to it (in this particular case the platonic solids). This could also be integrated into the edit mode tools to provide variants on some operations if necessary. In particular though, this might be useful for organizing the menu for those of us with an endless amount of primitive plugins.

-Free-form select.

-For many of the input box tools like smooth object, rotate custom, primitive parameters, etc., having a slider in addition to it that automatically updates the model to reflect the outcome before completing the operation would be useful for visualization and save a bit of guess work.

-Changing the color of GUI components could be useful, for personal preference or otherwise. In my case, a lot of the reference images I use tend to have white backgrounds, so being able to change my selected point/edge color to something that blends in less would save a bit of hassle in the long run. Along with that, things like scaling windows could be useful as well when dealing with multiple views.

-Steve: Implemented in 1086: Transparency as a part of the reference image parameters. That, or being able to have objects always draw in front of a reference image.

-Rotate faces obeying the x,y,z restrictions like the point rotate would be useful when working with extrusions.

I don't feel that any of these should be too high on the priority list, but they are some things that I feel would benefit the program without over-complicating it.

Perfect. Thanks!

I thoroughly enjoy the new feature. It's speeds things up to a surprising degree, which is always great for a program that's already fairly quick and intuitive. I would like to see the pan tool available with similar controls. Keep up the good work Steve. :)

Do we have a topic for general UI and workflow suggestions?

Finished Works and Works in Progress / Kel-tec PMR 30 (WIP)
« on: October 05, 2010, 10:17:38 pm »
It isn't really much at the moment, but I'm hoping to finish it out in a fairly reasonable amount of time. I decided to post it because I need some advice on modeling the grip/lower part of the pistol.

The issue is, I have absolutely no idea how to maintain a reasonable polygon count when designing the grip/lower portion of the gun. Any ideas on how to approach this?

Reference image

Anim8or v0.98 Discussion Forum / Re: v0.97d Preview Ready
« on: April 01, 2010, 09:07:19 pm »
 #3. I don't think there would really be a major concern over backwards compatibility considering that it is a completely free program. Import would be able to open older files, and there shouldn't be any issues for downloading the version that would run the newer files.

Anim8or v0.98 Discussion Forum / Re: Has development ceased?
« on: March 04, 2010, 07:08:44 pm »
I occasionally think that Steve will disappoint us, but he always pulls through, descending from the sky in a chariot made of glistening RGB(102,102,153), and slowing his rapid acceleration toward the ground with an intuitive user interface combined with heaps of new and improved features.

Anim8or v0.98 Discussion Forum / Re: v0.97d Preview
« on: January 20, 2010, 09:24:22 pm »
Not sure if this would help at all, but if you have a slideshow background in Windows 7 (Which is the default theme in some cases) turning off has fixed compatibility issues with a couple of games. It may translate over to anim8or too.

I made a disco ball :P.

It uses actual reflections though, it should be simple just to assign it a cube map that was given for another ornament.

Anim8or Challenges / Re: Challenge suggestions.
« on: December 19, 2009, 08:31:32 pm »
A render of a scene using at least 3 ART effects.

No touching up.

Graded by model work, textures, lighting, effects, and realism.

Finished Works and Works in Progress / Re: Sort of Halo:CE-ish Gun
« on: August 16, 2009, 12:41:46 am »
:P Model is at the bottom. I did that to avoid texturing.

Here is a white version.

Finished Works and Works in Progress / Sort of Halo:CE-ish Gun
« on: August 15, 2009, 11:32:11 pm »
Probably my first successful gun model. Well, as successful as it gets with me modeling.

Anyway, it has flaws, but it is my first model that I can see myself not giving up on. I made a couple of small renders (No ART effects to save time), and I have the full file. Feel free to give out some helpful advice :D. I'll probably get around to texturing sometime soon.

It was originally supposed to be based off a the pistol from Halo: CE (I'm fairly sure),  but I didn't think I would be able to go with the original scope, so I decided to add a reflex sight instead.

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