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Messages - Steve

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1921
Anim8or v0.98 Discussion Forum / Re: Offline manual files support
« on: June 11, 2008, 10:23:07 pm »
Hmm.  I think the .chm file wasn't really working for me after all.  There was a.hlp file lurking in the dairctory I was running the anim8or.exe from and it was loading that.  Sorry for the confusion.

1922
It's prety stable now.  Posing a few features at a time let;s me QA it more thoroughly.  I'd give it a try if I were you.  Some of the newer features are't quite finished or may have some problems but otherwise it should be as good as v0.95c.

I don't plan on doing a real v0.97 release.  That would be a lot of work finalizing the manual, etc.  Everything takes time.

1923
Anim8or v0.98 Discussion Forum / Re: overlapping trans maps glitch
« on: June 11, 2008, 10:16:15 pm »
Send me your .an8 file and I'll loonk into the problem.  If you can reproduce it wouthout the tank then it would be better to send that file.  I'll need the textures that you're using for the dust as well..

1924
Anim8or v0.98 Discussion Forum / Re: light bug with v.97b
« on: June 11, 2008, 10:13:16 pm »
I've fixed all these little problems.  Thanks for reporting them.

- #097-007 - ART can crash rendering meshes with no faces.
- #097-008 - ART Renderer ignores Light's shadow setting.
- #097-009 - Camera lense-shade is visible in it's own view in renders

1925
Anim8or v0.98 Discussion Forum / Re: overlapping trans maps glitch
« on: June 11, 2008, 12:58:35 am »
Are your transparent shapes fully enclosed 3D objects or are they just single poly thick?  The ray traced transparent materials only work properly on fully enclosed 3D objects.  The ray tracer keeps track of whether it is inside or outside of the object - so it get's confused when there is no inside.

I'm assuming that you are using the new ray-traced materials dialectric or transparent.  If you use normal Anim8or materials for transparent objects that aren't full solids you should get the correct result.

1926
I decided to start posting v0.97b and such as a quicker way to get things out.  When I waited until I had a bigger batch, there were always a lot of little bugs and things that needed changing that came in a big rush.  I couldn't handle them all quickly enough to get proper feedback so some things got overlooked.  The new way seems to be working better.

These intermediate releases should be fairly solid.  I would keep backups for any critical project that you used them for, of course (but that's no different that the official releases :))

1927
wild_qwerty, I can only do so much.  I did look into adding this but it wasn't as simple as I thought it would be.  I don't want to add a bunch of buggy features.  Its better to have fewer things that work well than more that are somewhat flaky.  It's still on my list so I won't forget about it.

1928
Some sort of scrolling capability, similar to what 3D Studio MAX has (or had in the last version of it the I used), is on "the list' of things I wan't to do.  But it is a very long list :)

1929
ASL Scripts / Re: How to get full texture filename?
« on: June 10, 2008, 01:13:20 am »
That's correct.  The name field is the testure's name as used within Anim8or.  The GetFileName() function returns the file name.

1930
Anim8or v0.98 Discussion Forum / Re: light bug with v.97b
« on: June 07, 2008, 08:55:46 pm »
I see what you're doing.  If you use the views that are off of the View->Other->camera01, camera02, etc., all of the geometry is shown just like the Front, Perspective, etc. windows.  By defult the cameras and lights are shown.  This is not the same as the View->Camera view which automatically hides cameras and lights.  So your render has the camera in the picture which is why the funny square is visible - that's the camera's lense shade.  Turn off the camera and lights (click the camera button on the left-hand toolbar) and it should work.

However your file showed a couple of related probelms:

1) The ART renderer can crash when there is a mesh with no points in it.  Your model's mesh01 is like that.  I've fixed Anim8or but you need to delete mesh01if you want to render using ART.  Bug #097-007

2) Shadows are disabled when you turn them off in the View->Preferences dialog for the ART renderer.  But they seem to be ignoring the light's shadow setting now.  I'll fix that.  Bug #097-008

1931
Anim8or v0.98 Discussion Forum / Re: Bug in .97c: object export
« on: June 07, 2008, 07:49:43 pm »
OK I understand.  But it seems to work OK for me.

You sent me two .obj files "HP_OltonExportV97b.obj" and "HP_OltonHall.obj" but both had headers that said "# file generated by UVMapper" at the top.  There isn't any Amnim8or output in any file.

What I did was import "HP_OltonHall.obj" and the exported it using v0.95c.  I get 54118 points and 51884 faces, and the same for v0.97b.  The v0.97b version has the mtllib and usemtl commands and the faces in a different order the put all faces with the same material together, but otherwise they are identical.  (You can do this too: I sorted both files using the sort.exe program that comes with windows and compared the results.  The geometry is exactly the same.

I then imported the v0.97b.obj file into UVMapperPro V3.2a and it worked.

Can you try this (importing and exporting using v097b without changing anything in the model) and see if that works for you?

1932
Anim8or v0.98 Discussion Forum / Re: Bug in .97c: object export
« on: June 06, 2008, 01:59:51 am »
I got your e-mail.  I don't understand what all the files are.  How did you make the .uvs files?  They have a comment that says they were make in UVMapper at the top.  Similarly the .obj files both say they were made by UVmapper.  Anim8or writes a different comment at the top of the file when it exports to .obj format by both the built in and plug-in exporters.

Can you explain the sequence of steps that you did?

1933
Anim8or v0.98 Discussion Forum / Re: light bug with v.97b
« on: June 06, 2008, 01:34:50 am »
bucketman717, can you send me your .an8 file taht show the problem?  And what editoe and view are you using for these images?

1934
ASL Scripts / Re: Script Request: Chain Link Maker
« on: June 06, 2008, 01:23:44 am »
DoctorStopMo, check out the split functions added in v0.97b  and the script example on the scripts page.  You should be able to make some great chains with these!

1935
ASL Scripts / Re: New ASL Functions in v0.97b update
« on: June 06, 2008, 01:22:17 am »
The console write works for export scripts and command scripts (including those with a .txt suffix that you run by selecting the file).  No IO works for parameteric scripts - but I could make an exception for the console.  File IO would slow parameteric scripts down a lot because they are run over and over as you drag the mouse.

hihosilver - I'm glad you like the spline funstions.  DoctorStopMo ought to as well judging from his post.  That's what inspired me to add the spline stuff :)

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