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Messages - Claude

Pages: [1] 2 3 ... 19
2
Finished Works and Works in Progress / Re: "Trek universe" spaceships
« on: October 26, 2021, 03:24:36 pm »
Interesting.
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 ?



3
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.

5
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.

6
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:
https://www.anim8or.com/smf/index.php/topic,5341.0.html

7
Menu: View/Viewport preferences Shading
Select Use shader. GLSL if you can.
If not ,ARB. If none ,you're out of luck.

8
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
Steve.
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.

9
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."

https://www.anim8or.com/scripts/index.html

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

10
Finished Works and Works in Progress / Re: it works!!
« on: April 07, 2021, 02:01:33 pm »
Are you writing a Blender export plugin ?

11
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.

12
http://www.anim8or.com/download/preview/files/animcl1395.zip

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


13
Steve, it seems you're the only one having access permission.

14
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.

15
General Anim8or Forum / Re: Unexpected Behavior: Texturing
« on: December 10, 2020, 10:08:58 am »
johnar
I use the uv editor so rarely that I had to check if the
undo function was actually working. :) :)

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