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Messages - Kilminster

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1
General Anim8or Forum / Re: windows 7?
« on: June 12, 2010, 04:44:48 pm »
So far the program runs fine for me on WIN7 with one exception.

Somehow it seems impossible to configure the program. Setting the script directory appears to work fine but when i shutdown and restart the program everything is gone. That of course meens no scripts. Bummer!

Does anyone have a solution for that



It was my own stupidity. The link on my desktop was pointing at a Version 0.95. The 0.97d doesn't "forget" its configuration.

My fault, sorry.

2
Finished Works and Works in Progress / Re: SteamPunk
« on: May 20, 2009, 04:40:27 am »
This has the design spirit of the original Flash Gordon movie serials. I like it already.

The girder cutouts are a nice touch.

3
Finished Works and Works in Progress / Re: SteamPunk
« on: May 19, 2009, 06:55:46 am »
Actually that's not blimpish but Zeppelinish (hard inner skeleton and thus the lines instead of a smooth hull stabilized only by the inner gas pressure) (sorry, but the smart alec got through again)

4
Anim8or v0.98 Discussion Forum / Re: A List of Ideas for Anim8or- Neirao
« on: October 10, 2008, 10:47:50 am »
Something I just stumbled over.
I detatched quite a view faces for some further editing and was left with the original mesh having a lot of "empty" lines.

Deleting those lines is not really that much of a hastle but since they are shown in different colours I suspect that the data is somewhere in the program already to do something like "select all edges with 0 faces connected".


5
Anim8or v0.98 Discussion Forum / too many faces for fix normals?
« on: May 25, 2008, 04:30:07 pm »
Hi Steve,

sorry that I didn't find any news on the materials bug I encountered some time ago but this new one happens both in the latest 0.95 as well as in the 0.97 beta.

I am in the process of building a spherical ship from the Perry Rhodan series. Since I had trouble with the cutouts for the airlocks (specificly the mesh not really looking smooth around the cutouts) I started building spheres with more divisions (by hand)

The present one is based on a sphere with 96 divisions around the equator and 64 from "north" to "south". Together with the details for the engine bulge and the airlocks I ended up with a mesh of 31540 points, 63345 edges and 31691 faces.

Since I had to connect that mesh from several submeshes (because the airlocks were done once and then copied and rotated for example) the mesh's normals have mixed orientations. Trying to do a "Fix normals" on that mesh however results in an immideate shutdown of anim8or.

It appears as if there is a maximum of points, egdes or faces per mesh for that operation.

I would attatch the file but even as a zip it is over the 128 kB limit. The shutdown occurs both in the 0.95c as well as the 0.97 beta on two different mashines (both with XP)

6
Finished Works and Works in Progress / Re: Ships Under Construction
« on: May 07, 2008, 10:34:55 am »
Not bad. Can't wait to see more.

7
Anim8or v0.98 Discussion Forum / Re: minor materials bug
« on: April 24, 2008, 02:14:18 am »
I see what I can do. So far I haven't been able to reproduce it in the files I am working on but when it happens again I hope I can tell you the exact proceedings.

8
Anim8or v0.98 Discussion Forum / minor materials bug
« on: April 15, 2008, 04:28:45 am »
Don't know if this was reported yet, so here goes.

WHat I do is this: for finetuning I copy parts of an object into a new one for further editing. Sometimes it is easier to select the old object completely and just delete what I don't need in the new one.
Since I don't want to overload the materials slider I then delete not used materials (that belonged to the deleted meshes in the object)

in 0.97 beta I often get a message that the material still has 1 reference to it but selecting all faces with that material does not show anything. Deleting that material anyway however results in the remaining meshes either losing all material information or switiching to one of the remaining materials.

Loading the same file in 0.95 I can delete the material without warning and without undesired results.

9
General Anim8or Forum / Re: How the heck do I round an edge?
« on: March 20, 2008, 11:07:46 am »
What I usually do may not be the easiest way, since it isn't fully automatic, but it gives fairly good results. I bevel the edges I want to rounden once or twice.
Like this:


This is how I got it:



Of course the corners are usually a problem where I have to do finetuning (that's why it's not fully automatic). And very non uniform shapes are a problem as well. There you have to create help lines so that the faces sharing the edge that is to be beveled have about the same size. Otherwise the angle of the new faces will not look good. Despite that it still gives rather good results without increasing the poly count elsewhere in the mesh.

Hope this helped.

10
I guess it depends. Some people are better at modelling than at texturing and they prefer to model the details. Others do wonderful maps and textures. Also the question is whether your model will be seen up close. Then modelling the details is also better.

11
General Anim8or Forum / Re: Hole in Cube
« on: January 14, 2008, 07:39:46 am »
Somebody posted a way to do it with transparency maps (although that doesn't really do a hole, just something that looks like one).

The present version of terranim8or can do booleans and for clean shapes like a cube and a cylindrical hole it will probably give good results.

For not so simple shapes there is still the "manual method. Built the two shapes you need (here a cylinder and a cube; you have to build meshes out of primitives first), join sloids and then with the slide tool move points to create the merging line. remove unwanted faces, recreate the ones yu need and then you have it.


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