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Messages - Steve

Pages: 1 ... 132 133 [134] 135
1996
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?

1997
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.)

1998
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?

1999
cumesoftware, that's exactly how Anim8or does soft shadows.

2000
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.

2001
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.

2002
"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.

2003
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.

2004
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.)

2005
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.

2006
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?

2007
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.

2008
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

2009
General Anim8or Forum / Re: Question concerning material zones
« on: January 02, 2008, 06:45:06 pm »
I was afraid that v0.96 might have a lot of problems since I'd changed some key internal code.  As it turns out it's quite stable so you should be ablw to use it OK.  But please don't post your questions in the v0.96 forum unless you are sure that they are about the new v0.96 features.

2010
General Anim8or Forum / Re: Question concerning material zones
« on: January 01, 2008, 11:35:51 pm »
The buil- in.obj export code in the v0.96 preview should preserve multiple materials.  You can find a copy in the "v0.96 Preview" link in the left hand menu: http://www.anim8or.com/download/preview/index.html

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