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Messages - Steve

Pages: 1 ... 130 131 [132] 133 134
1966
Anim8or v0.98 Discussion Forum / Re: Feature request
« on: February 04, 2008, 01:01:33 pm »
Great idea.  along those lines, I've experimented making all the values update real-time (even better that an Apply button) but there are numerous problems with that approach (besides the sheer volum of code I'd need to write).  The main one is that you might need to set two fields to have valid value.  The intermediate state could be wrong.  Things quickly got so complex I dropped that approach.

As for an Apply button, the big problem is that the Undo mechanism was added after Anim8or was designed.  It's quite fragile and handled in a multiple ways depending on how the original code was written.  Figuring out how to manage Apply, Reset and Undo would be hard.

However I can see if it will work in some places perhap.

1967
Anim8or v0.98 Discussion Forum / Re: Crash bug
« on: January 29, 2008, 05:42:55 pm »
OKI finally figured it out.  The other window needs to overlay the Anim8or window for it to crash.  If it's completely to the side the crash doesn't happen (at least on my system).

This is related to the bug where the toolbars get drawn sort in of a negative color.  It's due to a funamental mistake I make writing the 2D/3D graphics code and fairly difficult to fix properly.  But I think I can fix the crash fairly easily.

1968
Vobla, right-clicking is already used to add multiple objects.  But bringing up a dialog is a good idea, perhaps with the middle button?  Or with Ctrl-click?

1969
Anim8or v0.98 Discussion Forum / Re: Crash bug
« on: January 24, 2008, 05:21:00 pm »
I can't reproduce this.  What OS and graphics card do you have? (Use the About->SystemInfo command to get this.)

1970
What you need is a dialog that you can prompt users for input from a running script.  I have this partially implemented (and so not yet available).  It's quite a bit of work to do a full blown dialog so I want to limit it to simple things initaliiy.  I plan to add prompts for an integer, a float, a 3d point, and a string as well as a Yes/No answer to a question.  Comments?

1971
cumesoftware, that's exactly how Anim8or does soft shadows.

1972
Anim8or v0.98 Discussion Forum / Re: render?
« on: January 21, 2008, 06:45:08 pm »
Did you check the ".jpg" option in the save dialog?   Also click the "..." button next to the file name to see the directory where you are saving the file.

1973
Anim8or v0.98 Discussion Forum / Re: Project Info + Texture Filtering
« on: January 21, 2008, 06:43:10 pm »
Thanks for the suggestions.  I used to have a global no-filtering option (uncheck mip-maps) but it was for speed not image quality.  Now all graphics cards support filtering so it isn't needed.

I see how a nearest sample filter option on a per-texture basis could be useful.

1974
"the whole pixel wide halo" - so then you agree with me, there would be artifacts even in these limited environmants..

No game has the freedom for object design that Anim8or has.  All games carefully control what you can do so that their rendering tricks are fast and don't show artifacts too badly.  For example, no game has unlimited levels of transparency, or arbitrary 100 million polygon characters.  It's simply not practical on todays hardware.

Please stop posting replies about "my favorite game does this".  Image base techniques are a crude hack.  I'm not going to add them because I don't want to get a continuous stream of bug reports about their shortcommings.

1975
ASL Scripts / Re: How the set camera's position
« on: January 18, 2008, 12:44:35 am »
The only scripts presently supported in the Scene editor are controller scripts.  Perhaps I'll have time to add more someday.

1976
ASL Scripts / Re: plugicon issue
« on: January 18, 2008, 12:42:51 am »
It looks like the .dll jpeg62 is neeeded to run that application.  Where did you get a copy?  I'll add it to the .zip file.  (I didn't write plugicon so I wan't aware that it needed this library.)

1977
ASL Scripts / Re: ASL limited capacity for modeling script creation.
« on: January 15, 2008, 07:43:21 pm »
I would like to release a full ASL at one time.  But alas with the free time I have to work on Anim8or there would be a long wait.

I do have a few minor things added to ASL, however, and I hope to post another "preview" soon.

As for deleting parts of a mesh, I agree that ASL needs a way to delete points, lines, and edges.  I will add something to allow that.

1978
ASL Scripts / Re: motion tracking request
« on: January 14, 2008, 11:34:28 am »
There isn't anything for that that I know of.  However if voodoo or blender can output a motion file I might be able to read it into Anim8or.  Are there any specs on what voodoo does?

1979
Hey, everybody, image based soft shadows simply has too many problems.  Yes, it can be done but there are endless ways that it won't look right.  Anything that doesn't consider both the 3d geometry of the scene and the direction of the light hitting each point will have problems.

1980
ASL Scripts / Re: I'm haveing trouble with some geometry
« on: January 11, 2008, 01:20:33 pm »
You need to reflect the incomming vector off the plane of reflection.  Your computation assumes that the plane is x=0.  In general the direction of the outgoing vector is:

Vout = Vin + 2N*Dot(Vin, N)

where N is the plane normal, Vin is the normalized incomming direction and Vout is the outgoing direction,  (You need to normalize Vout after this computation.)

Here is a detailed description.  See equation (3) (but not that the normal is reversed from my formula so the subtract the terms instead of adding them).

http://mathworld.wolfram.com/Reflection.html

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