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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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Messages - Steve

Pages: [1] 2 3 ... 132
General Anim8or Forum / Re: export problems with GODOT
« on: Today at 04:32:19 pm »
I don't know what is happening. Anim8or exports units unchanged to .obj format. If your original model is a 1x1x1 cube then the .obj format will be that size.

General Anim8or Forum / Re: Sky Boxes
« on: Today at 04:27:26 pm »
If you use a cubemap texture for the background you should be able to eliminate the seams.

First load a cube map texture. Then in the Scene editor, in the Scene->Properties dialog, click the Environment button and choose a Cubemap Texture for the background image.

I've attached an example project. Look at "scene01". I didn't include all the files for the other scenes.

Finished Works and Works in Progress / Re: STL Projects
« on: Today at 04:17:29 pm »
Nice robot! Too bad the guy was a flake.

General Anim8or Forum / Re: export problems with GODOT
« on: December 01, 2021, 12:17:55 pm »
What I want to know is what steps do you take to export a model from Anim8or and import it into Godot? Do you use the .obj exporter in Anim8or? .3ds?

General Anim8or Forum / Re: export problems with GODOT
« on: November 30, 2021, 05:31:20 pm »
How are you exporting Anim8or models? I don't understand the comment 1 unit = 200 units.

Finished Works and Works in Progress / Re: Imagined Engines
« on: November 21, 2021, 05:29:27 am »
Absolutely amazing, both the composition and animation. Well done!

Anim8or v1.0 Discussion Forum / Re: making splines CTRL z causes crash
« on: November 21, 2021, 05:24:33 am »
If you can find a way to reproduce this problem, please send it to me and I'll look into the crash.

Anim8or v1.0 Discussion Forum / Re: any plans for gltf format?
« on: November 17, 2021, 08:39:47 am »
That could be useful. I'll look into it.

Finished Works and Works in Progress / Re: "Trek universe" spaceships
« on: October 26, 2021, 10:37:56 am »
Nice model!

General Anim8or Forum / Re: just to check...
« on: October 14, 2021, 11:57:38 am »
You can make the parent a bone of a figure but you can't animate it. However using multiple objects you can show/hide them to make it appear that the parent changes. See this topic,6076.0.html for an example of a picture pitcher throwing a ball, and for more details on how it works.

General Anim8or Forum / Re: ART thread optimisation
« on: October 01, 2021, 08:04:08 am »

General Anim8or Forum / Re: ART thread optimisation
« on: October 01, 2021, 08:00:17 am »
You can change the size of the rendering chunks. Make an int attribute (menu command Scene->Attributes dialog) named ChunkSize and set it the the size that you want. Note that there are extra computations for the pixels around each chunk so if you make it too small it could slow the render down.

You can also experiment with the attribute RayDepth to limit extremely deep rays tha can occur with some geometry.

The ART ray tracer is more phisically correct so things like eliminating self-shadowing don't apply.

The scanline renderer has this option because it was written when CPUs were much less powerful than today. Techniques like volume shadows are more limited but can require sigificantly less computer power. I added the ray-traced shadow option to the scanline renderer for more flexibility in renderes. With todays CPUs you're better off just using theART ray tracer.

As for your question about volume shadows being mislabeled, that name refers to the technique of modeling shadows as 3D polygons as a tool to determine if something is in a shadow or not. It not the same as Volumetric Lighting.

General Anim8or Forum / Re: lights with too many parents?
« on: September 25, 2021, 11:44:58 am »
They should show up in the render, unless it's using OpenGL

General Anim8or Forum / Re: lights with too many parents?
« on: September 24, 2021, 08:36:53 am »
The workspace only supports 8 lights. It's a historical limitation from the origional OpenGL. I'll look into reaxing that limit.

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