Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


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"

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Steve

Pages: 1 ... 135 136 [137]
General Anim8or Forum / Re: Was doing hand model.
« on: January 01, 2008, 03:27:53 pm »
You need to select both one component of your model and a modifier.  Then the Build->Modifiers->BindModifier command will work.

General Anim8or Forum / Re: Inverse Kinematics
« on: January 01, 2008, 03:25:31 pm »
It's not working well enough to enable.  I'll give it another try sometime ... don't know when yet.

Hey, startrekfan001!  I've been out of town with almost no web access.  Give me a break!

Image based shadow algorithms (which includes things like yout suggestion) don't look that good and can have some very noticable artifacts.  In some instances it would look fine but unless I get a lot more complicated that simply blurring a non-aa shadow there would be problems like dark smudges near the edges of something that was in front of a shadow, etc.

There is no width to a cylindrical projection, and not height or width to a spherical projection.  These coordinates are derived from the direction of the projection wich does not change with scale.

General Anim8or Forum / Re: Windows Vista installation of Animor 8
« on: December 26, 2007, 06:29:17 pm »
The file manager is the window that you view your files and directory names in.  You can double click on the "My Computer" icon on the desktop (I think this works for Vista - that's how it works in WinXP) to open it, and then search for the directory that you saved the Anim8or.exe file in when you unzipped it.  If Anim8or.exe is on th desktop then you can right click directly on it there.

General Anim8or Forum / Re: Ur old username(in old forum)
« on: December 21, 2007, 04:40:16 pm »
I would love to port Anim8or to the Mac.  I just have too much I want to add first, and it is a big job because I have to redo all of the dialogs.  I'm working on a scheme to make that a lot easier so even though it doesn't look like I'm making progress behind the scene I am.

(I love Apple.  I live in Cupertino :)

ASL Scripts / Re: 9 shape scripts
« on: December 21, 2007, 02:43:06 pm »
I used the "Sticky" command for the first time on this :)

General Anim8or Forum / Re: Future Features For Fun
« on: December 21, 2007, 12:46:19 am »
Click the "v0.96 Preview" link in the left hand tool bar of the Anim8or web site to get your own copy at 50% off list price!

ASL Scripts / Re: My Only ASL Script Complaint
« on: December 20, 2007, 03:57:41 pm »
Persistent variables are problematic in ASL.  They introduce a lot of new issues.  Are they part of the project?  The session?  When are they updated?  When are they initialized (if ever)?  If you render the same frame twice does it update the variable twice?  Same question for a script.  Anim8or needs to rerun certain scripts at unpredictable times (such as parameteric shape scripts and controller scripts).  If they have side effects then the shape or animation could change unpredictably.  Switching between different scenes, for example, might or might not rerun controller and parameteric shape scripts.

IMHO a better way to do this is using files.  Both reading and writing files are on the roadmap so you could deal with these issues as you wished.  Note that file input will not be allowed for some scripts (e.g. parameteric shape scripts) because these must create exactly the same shape each time that they are called with the same parameters.

As for keying off frame numbers,  there might be a better way to do what you want.  If you want to have a changeable time that something happens you can add a new controller to the world object in a scene.  (Edit->Controllers..Add).  Use an int named "InitialActionFrame", for example, and set it to the frame of interest.  Read it in all scripts that need it.  By changing this single value you can alter the timing of the scene without editing all of the scripts.

General Anim8or Forum / Re: Welcome to the New Anim8or Forum
« on: December 19, 2007, 01:20:46 am »
I wish I knew how to transfer everything but I don't.  The plan is to leave it up but not allow new topics and see what happens.

General Anim8or Forum / Re: Welcome to the New Anim8or Forum
« on: December 18, 2007, 07:39:42 pm »
flametiger74, I'm using a different forum software package.  It's not possible to use the old look here.

General Anim8or Forum / Re: Welcome to the New Anim8or Forum
« on: December 18, 2007, 05:37:58 pm »
There are several reasons that I decided to switch forums, but basically it will serve the same purpose as the old one.  Hopefully it will be easier to administer and it has better security which had started to become a problem with the UBB code.  Specifically:

1. The WIP forum:  You can up load images to and make replies to posts.  File size is limited to 100k but smaller is always better. If too much is uploaded I'll have to start pruning (by date mostly) to keep things under control.  And let's hope it doesn't turn into a bunch of flame wars like happened in the old one.  That's the reason I prevented replies.

2. is still the same, great resource.  I like it because I don't control it -- it can be whatever everyone wants.  One example, I don't want chat-type posts here.  I want the forums to serve as a knowledge base for Anim8or users that will be useful in the future.  Lots of personal messages makes that impossible.  (Also you can say what you like about Ani8or and me there :) )

"Keep on Anim8ing!"


General Anim8or Forum / Welcome to the New Anim8or Forum
« on: December 15, 2007, 06:44:44 pm »
I've decided to switch to new forum software.  It has a lot more features that the old UBB software that I think you'll enjoy.

If you are an existing member you'll need to reregister in order to post.  When you do please don't use someone else's user name.

I'm still working out the kinks in administering it so please be patient if you run into any glitches.


Pages: 1 ... 135 136 [137]