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Messages - vobla

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Tnx ;)

General Anim8or Forum / Re: Edge property editing problems..
« on: February 01, 2008, 05:33:08 pm »
I apologize to vobla for messing up his topic with my stupid question  ::)

Are you kidding? As long as it's not an offtopic I am happy to see people discussing.

Thank you very much for your answers ;)

EDIT: I was playing around with values and here's something aqward I found while taking these steps:

+ create the cube;
+ convert to subdivided;
+ select all edges and set to round;


+ Round lvl 1 result - pic 1;
+ lvl2 and 3 results - pic 2; ???
+ lvl 4 results - pic 3;
+ lvl 5, 6, 7 results - pic 4.

Everything looks fine and explainable except round lvl 2 and 3 results ???

ONE MORE EDIT: Hmm.. seems that you can see the difference when applying higher division values, but anyway, these results still look strange to me.

AND EVEN MODE: When you set all edges to creased (taking above mentioned steps), cube transforms in to a perfectly smoothed ball ???
Since I am modeling houses, I need most of edges to be creased and/or slightly rounded..

General Anim8or Forum / Edge property editing problems..
« on: February 01, 2008, 10:42:54 am »

I bumped in to a wall for a while while modeling, but I found edge properties to be a solution.
So, I opened a new "playground" project and I can't make edge properties work like shown here:

I can crease the sphere, but I am unable to round the cube corners ;(


Thanks for your answers. I am quite familiar with the technical side and modeling stuff. Thing is I never created realistic maps/textures and that is what bothers me. I was just trying to get some info before making any desisions. ;)
Camera will be moving near the buildings, so I think I need more datails. Then I will add some vertical planes with some buildings around the "shooting" area to make it look more "live", add a fog, lightining (scene should be "shot" at night;) ).. Oh, I'll definetely need some lamps around the place.. Seems like a good scenario to me ;)

Hi all,

I am quite a newbie to the animation stuff. I am modeling this animation sceen for bout a week now. It is quite the rougth at the moment..
Anyway, I am at the modeling stage and I was wondering what makes animation realistic. Should I add loads of details to the objects or just good quality maps/textures to make it realistic?

To get you on the way of the idea, I plan to add more detail to both houses (to extude the wooden parts in the wall, like on the right part of the right building; add some more detais to the roof; etc..).. hope you understand what I am saying.. oh my english ;)

ASL Scripts / Re: The Plane Primitive
« on: January 31, 2008, 07:28:02 am »
#parameter("side", float, 10.0, 0.001, 99999, scale);I'm guessing this is the parameter
That is correct.
side - param name;
float - type;
10.0 - min value;
0.001 - min step;
99999 - max value;
scale - scale parameter (aparantly non uniform scale wont be available on this obj, couse author use side for width and for length).

It's return value. At the end of the script this value wil be passed back to Anim8tor. It's not initialized yet.. Hmm.. My gues, that you pass name of the variable, which you sould initialize later. Other wise "#return(..)" or smthng like that would be normaly at the end of the script.

shape $plane;
point3 $p;
point3 like shape is a structured type variable type. It has three floating point values. $i has $i.x, $i.y and $i.z (point 3d coordinates).
shape has loc is a point3 type property - it hold the location of the shape. shape also has some methods..

You can read more
veeeerrry useful :)

Basicly I don't really get what the rest is saying like what's "TextCoord. and all the other stuff
$p.x = -$side;
$p.y = 0;
$p.z = -$side;

Ok, first three lines set the point $p properties - x, y and z.
$plane wich is the shape type has some methods. I will rewrite last two lines more elegant and explain it step by step:

int $point_index;
shape $plane;
point3 $p;


$point_index = $plane.AddTexCoord(0, 1);   // Add new texture coordinates to a point (we get the new point index)..

$plane.TexCoordsN($point_index);   // We use $point_index to actually set the added texture coords. More info for texture coords in general:

$point_index = $plane.AddPoint($p);   // We add point to the plane and get integer value - added point index - as a return value;

$plane.VertexN($point_index);   // Draw the added point.

So, basicly we have to set point parameters and then draw it..

Cheers ;)

Anim8or v0.98 Discussion Forum / Feature request
« on: January 30, 2008, 09:08:57 am »

Would be great to have "Apply" button on forms. Functionality could be same as "ok", but no window closure.
Say I like to rotate object a few times. I select obj, Edit->Rotate->Rotate Custom.. enter params, hit "Apply"..
obj rotates, but thats not what I whant. Since Rotation dialog is still on the screen, I can simply enter new params
and rotate again.


General Anim8or Forum / Re: How we make guns?
« on: January 27, 2008, 08:35:30 pm »
Well how do you make other stuff? Start from the simple model and skulpt the details. ;)

Try some tutorials:
Quick google search result:

Finished Works and Works in Progress / Re: things of newbness
« on: January 26, 2008, 06:07:26 pm »
I think it would make a cool animation character ;)

Oh, thats handy.. ;)
Anyway, there are loads of unused methods, like you said: mid button, ctrl+click, etc, etc ;)

Also be great:

+ Radio buttons;
+ Check boxes (is that Yes/No ?..)

And sorry for the offtopic, but also it would be great if Anim8tor would react witch button was pressed on the script button (left/right) and let user work with mouse (like now) or pop a form for entering exact mesurements.
Eg.: User want to create cube or extrude face (let's stick to a cube :) ). He press left mouse button on the cube icon and click LMB again on work area and drag to make it particular size, or he press RMB and form pops with fields: coords, width, lenght, height, divisions, etc.

That way user could get exact results. O course, you can always double click on the new object and modify params, but if you know the exact params for your new object/modification it would take less time. And it's quite easy to make it programicly, isn't it ;)

Havent tried it yet, but I'm sure it works fine.
I've got one question though. Will it be posible in the future ASL to set UI for these type of scripts?

Hi all,

I've been working on my model recently and noticed that it would be very usefull to line up points.
I've coded very simple script for that, whitch has lack of functionality. I mean, at the moment it recognizes
all the selected points and lines it to a mesh coord center in Y axis - (0.0, Y, 0.0).

I would like to add some functionality and user interface:

- User can choose to which axis points should be lined;
- User can choose wheater line to a mesh center, rand point coords or coords specified;
- User can ajust X, Y and Z for point lining (of course one of those would be ignored depending on axis chosen);

Thing is I can't find the way to add user interface. I mean it's not a "Parametric Mesh Plug-in" script, so there is nothing
to return in this case.

Thanks in advance. ;)

ASL Scripts / Re: new - advanced_plane_plugin - available ;)
« on: January 23, 2008, 08:16:10 am »
Thank you lads ;)

Here is the newest version.

+Parameters added allowing non uniform scaling, tnx BOB_I_Ts
+ Plane is facing up the Y axis;
+ Texture coords are counted well, tnx Claude;
+ Drawn points are reused;
+ Icon updated;

Finished Works and Works in Progress / Re: Hi!
« on: January 21, 2008, 07:05:54 pm »
Well, the ear look a bit too small. As for everything else - awesome! ;)

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