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Messages - Steve

Pages: 1 ... 130 131 [132] 133 134 135
1966
Anim8or v0.98 Discussion Forum / Re: Modefers and primitives.
« on: March 09, 2008, 10:20:42 pm »
csf: Modifiers certainly need to be cleaned up, I agree.  But I don't think adding a modifier stack like 3D Studio uses is a good idea for Anim8or.  It can be quite confusing to new users and adds a lot of complexity.

There are a lot of good things mentioned in these "wish list" posts but 1) most are either already on my "to do" list (or another method to achieve the same thing), 2) most have been mentioned before, and 3) this forum isn't really supposed to be a dumping ground for everything that anybody coupld possibly want Anim8or to do.  It's supposed to be for discussing problems and issues related to the v0.96 preview.  While that does include changes in how things work and related enhancements, it does not include "any thing anyone ever wanted added to Anim8or".  None the less, I don't want to prevent people from posting new ideas here but neither do I want to endorse it.  So I normally don't reply but I do read them all.

1967
Anim8or v0.98 Discussion Forum / Re: Windows Vista Save Glitch
« on: March 07, 2008, 05:57:45 pm »
You also might get things to improve by upgrading your graphics driver.  There are many little bugs in pretty much all Vista graphics drivers for OpenGL but they are continually being fixed.

1968
Anim8or v0.98 Discussion Forum / Re: Import bug (.3ds and .lwo)
« on: March 07, 2008, 05:55:18 pm »
There is a new version of the lightwave format.  Anim8or only supports the old one.  Unfortunately they used the sam extension.

.3ds files use several different ways to position components.  Anim8or's default works with most models.  You can change to an alternate method with the Options->Debug->3dsOffsets command that handles most others, but not all.

1969
Anim8or v0.98 Discussion Forum / Re: Windows Vista Save Glitch
« on: March 06, 2008, 08:04:14 pm »
Anim8or just calls the standard file save dialog function in Windows.  It has a "*.an8" filter by default and an option to choose "*.*".  I would think that Vista would behave the same as Windows in this respect.  I'll try it on a Vista computer to see if I can see something.

1970
General Anim8or Forum / Re: Error: Failure in OpenGL Library Call
« on: March 04, 2008, 07:04:09 pm »
Are you running in 16 bits per pixel or higher?  Make sure that you are using the NVidia chip to run your display.  If you're using the Chrome 9 I think threre are problems running OpenGL code as Anim8or needs it.

1971
General Anim8or Forum / Re: Error: Failure in OpenGL Library Call
« on: March 04, 2008, 04:38:41 pm »
What OS and what graphics card do you have?  This is a failure of the OpenGL library (part of the driver) for your graphics card.

1972
Anim8or v0.98 Discussion Forum / Re: Crash bug
« on: March 04, 2008, 02:11:43 am »
Just to be clear, I have a work around that seems to fix this crash.  Anim8or still draws the view a little whacky but it doesn't crash.

#096-007 - Click-drag in Drag-Select Mode can Crash for Unfocused Anim8or Window.

1973
ASL Scripts / Re: difficulty creating mesh with script
« on: February 27, 2008, 08:25:13 pm »
The topology depends entirely on what you add to the mesh.  It will be a closed mesh if you add all the right faces for it.  If everything is in the same plane, however, it will not be visible as a solid object when viewed edge-on of course.  The example I posted only adds one planar quad which can dissappear like that.

1974
ASL Scripts / Re: difficulty creating mesh with script
« on: February 27, 2008, 01:37:34 am »
I can't see what's wrong.  Check your variable declarations perhaps?  Both your first one and this script works for me (it's a portion of your second example).  After you run it, do a Edit->SelectAll and view it in wirefreame mode in the point editor.  You may be able to see somthing  that helps.  Also save it as an .an8 file and look at that in any ordinary text editor.
Quote
/* script_2.an8 */

shape $mymesh;

int $i, $x, $y, $index[100];

$mymesh = mesh();
$mymesh.Open();

$index[0] = $mymesh.AddPoint((0, 0, 1));
$index[1] = $mymesh.AddPoint((1, 0, 1));
$index[2] = $mymesh.AddPoint((2, 0, 1));
$index[3] = $mymesh.AddPoint((3, 0, 1));
$index[4] = $mymesh.AddPoint((4, 0, 1));
$index[5] = $mymesh.AddPoint((5, 0, 1));
$index[6] = $mymesh.AddPoint((6, 0, 1));
$index[7] = $mymesh.AddPoint((7, 0, 1));
$index[8] = $mymesh.AddPoint((8, 0, 1));
$index[9] = $mymesh.AddPoint((9, 0, 1));
$index[10] = $mymesh.AddPoint((0, 1, 1));
$index[11] = $mymesh.AddPoint((1, 1, 1));

/* assigning meshpoints to faces (or is it faces to meshpoints?) */

$mymesh.OpenFace(0,0);
$mymesh.VertexN($index[0]);
$mymesh.VertexN($index[1]);
$mymesh.VertexN($index[11]);
$mymesh.VertexN($index[10]);
$mymesh.CloseFace();

$mymesh.RemoveUnusedData();
$mymesh.Close();

1975
General Anim8or Forum / Re: Saving and Retriving Your Work
« on: February 21, 2008, 06:06:43 pm »
Yes, you can import objects from different .an8 files into other .an8 projects.  Use the Object->Import ommand and select the ".an8" format.   You can also import figures, sequences and scenes in the same way.

1976
General Anim8or Forum / Re: Anim8or programming..
« on: February 13, 2008, 06:09:45 pm »
As the scripting language is extended you'll be able to write more plug-ins, etc. to enhance Anim8or.  If you want to help out in other was, things like writing good tutorials would be appreciated by everyone.

1977
Anim8or v0.98 Discussion Forum / Re: just something i'd like to say
« on: February 13, 2008, 12:23:59 pm »
That's more of an oversight on my part than by design.  I hadn't realized that this happened (or if I've been told, I forgot!).  I'll see if I can fix it.  Ideally subdivision objects and meshes should behave identically except that SD opbjects would be smoothed after the face.

1978
ASL Scripts / Re: Some one can help me?
« on: February 06, 2008, 06:59:29 pm »
Is the .gml script in your "Scripts" directory?  (See the File->Configure dialog to set this.)  If not then it won't load and won't show up in the export list.

1979
Pin!  Looks like a fun contest.  Too bad I'm no god a modeling or I'd enter!  (No, wait, I don't think judging my own work would be fair :))

1980
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.

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