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Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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Anim8or v0.98 Discussion Forum / Re: Skinning crashing in scene mode
« on: April 15, 2014, 11:50:02 am »
After reading the help, looks like the issue was assigning multiple objects to different bones.  I guess the real issue is crashing, instead of probably getting an error box or not letting do that in first place.  And I guess a second thing, is, probably intentional but can't assign objects to root node (instead need a 0 length bone attached to root).  It might be intentional.

Anim8or v0.98 Discussion Forum / Skinning crashing in scene mode
« on: April 14, 2014, 09:29:36 pm »
I have been unable to get skinning to work in Scene mode.  In my normal model, if I turn on "Enable Skinning", by double clicking in Figure mode. Then go to Scene it crashes.  In the simpler test I attached, it oddly doesn't crash as soon as go to Scene mode with skinning on, but then if go back to figure it crashes.   Something seems broken with skin mode. 

Anim8or v0.98 Discussion Forum / Re: ART Bug and Ambient Occlusion bug
« on: January 30, 2014, 06:50:11 pm »
Sure, here it is.

Anim8or v0.98 Discussion Forum / Re: ART Bug and Ambient Occlusion bug
« on: January 28, 2014, 06:28:16 pm »
The first object shows the ambient occlude problem with internal corners.
The second is an object using colors that render grey with ART.

Anim8or v0.98 Discussion Forum / ART Bug and Ambient Occlusion bug
« on: January 23, 2014, 07:27:57 pm »
The ART does not render shaded objects color (reverts to grey).
Eg, Greyscale texture of marble + Blue Diffuse = Blue marble floor (Scanline = ok - Blue, ART = Wrong - Grey)

Also, Ambient Occlude is oddly showing white corners instead of black. For example, make a cube, delete the top face, and the corners will be white instead of black (maybe overrunning?)

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: January 23, 2014, 07:26:36 pm »
Clamp and mirror seems like they used to be available, but since 0.95 they are unavailable.  Are there any plans to restore them?  Maybe perhaps a way to export with them too (I guess would have to be part of .an8, at a minimum).  They would be useful. Also, alpha seems unavailable for for paletted bitmaps or 32-bit bitmaps, but they do for gifs, can this be added? Thanks!

Here's a pic of where talking about:

Anim8or v0.98 Discussion Forum / Re: New preview with XP fix ready: v0.97f
« on: November 18, 2013, 12:18:16 am »
Sorry for the delay in response.  I can't seem to recreate the crashing, it must have been fixed in v.97f or I lost my crashing files. If it happens to me again, I'll post it.

However, I kindly request the support of two other kinds of bitmaps (4-bit and 16-bit). I don't care as much about the 16-bit, but 4-bit is a common format and would be very helpful if could read it! Here are two samples:      - 4 bit       - 16 bit

I can get some obj/mtls to export fine in anim8or's obj export, it's just some bitmaps, for example 4-bit, and some random ones, crash on export.  It seems to crash on export if a bitmap is not "valid"?

Not sure if supposed to report bugs here, but, one of the bigger problems I have, is certain bitmaps will open in anim8or. But when you export to .obj, bam anim8or crashes.

General Anim8or Forum / Re: Obj2An8 - Convert .obj files to .an8
« on: September 14, 2012, 01:44:47 am »
It's not necessarily relevant to anim8or, but I've added FBX support (models only) including vertex shading and fixed a few bugs in the tool. 

General Anim8or Forum / Obj2An8 - Convert .obj files to .an8
« on: August 18, 2012, 12:29:20 pm »

I wrote this to assist one of our modellers in the Goldfinger 64 ( mod project (please inquire if you are interested in helping, I still could use one or two more modellers).  Basically, we use obj files for import into GoldenEye, and while an8 supports exporting obj with groups, it cannot import obj with groups (it merges them all).  We then would lose of all our different objects which are required for import.  I also couldn't find a way to export to 3ds format but include long texture names (although an8 seems capable of it if I could to import groups).

In the end it also did allow me to add more features, such as rounding, disabling shading, for example, but its primary purpose was to put into an8.

I do not support import of an8, mainly because anim8or can export to obj fine.  It only supports models, no animation.  Also since it's primarily geared towards GoldenEye, it does set lock-diffuse and things like that, but it's flexible, and you'll want to turn off the special keywords mode.

If you end up wanting to use them, the following keywords are supported as part of material name:
Transparent - black is see through
TopFlag - z order on top
Decal - black is see through, and z order is on top (combines Transparent and TopFlag)
EnvMapping - environment mapping
TexScaleSX.XXXXX - texture scaled in S direction by X.XXXXX
TexScaleTX.XXXXX - texture scaled in T direction by X.XXXXX

Note that I also added token fbx support.  It's not 100% checked out, though it appeared to work a little bit.



* = unfinished

Please report any bugs or feature requests, but I hope this is useful.  If you do use it please post here or email me.  You may use the source code in your code base, but please credit inside source code.  It's written in MFC C++.  There is a configuration that does not support FBX, in case you are on an old machine.  It's compiled as 32-bit, I've not tried 64-bit, would probably require 64-bit FBX dlls too.

This requires the Visual C++ 2008 redistributable.

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