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Messages - Trevor

Pages: 1 ... 7 8 [9] 10 11 ... 15
121
Ongoing Anim8or Development / Re: Topo Tool
« on: January 28, 2016, 10:15:20 am »
Hmmm... can I just point out one problem/error with your example number 4.3, the 4 tris where you delete the line connecting the mid-top verticies, if you remove this you will not result in 4, but in only 1 triangle in the lower right.

If not then you yourself are also incuring special instances as an8 cannot just fill holes, but instead also has to draw a new line. An8 may not know that you want a new line to connect verticies 1 and 4...


Steve also mentioned the same problem with examples 2 and 3, how does an8 choose which tri to keep? It cant.


Trev

122
Ongoing Anim8or Development / Re: Topo Tool
« on: January 28, 2016, 08:53:59 am »
It seems that the example you gave with perimiter shapes is probably a bad one.
In that example I agree with you that the perimiter should be unchanged (Option 1)

However it seems that the complaint centers around internal points, where a vertex is left laying co-planner to 2 other verticies and not connected by any other lines. So this case is

 IF Vertex connected to 2 other Verticies THEN
         IF Vertex is co-planner to Connected_Verticies THEN
                 Remove Vertex
 ELSE do nothing


How does this sound to everyone?

Trev

123
I think steve means he is not sure how to distinguish in programming.

But just in case, lets hold L, what we see on screen with any gaps in time replaced with a space is:
L        LLLLLLLLLLLLLLLLLLLLLLL.
This pause is controled by control pannels typographic rate or something like that.

In VB ther is Key Press, Down and Up events, but quickly testing there is no difference between keydown and keypress... According to the docs, KeyPress should only go once, but I made a button change colour from green to black and it just kept going on both events...
Keyup also applies to both...

Very odd...

The only way I can see to overcome this is to add a timer event and
onKeydown
enable whatever
ToggleON = true //Imediatly assume toggle
If time > x ToggleON = false //time x has ellapsed, no longer a toggle

On KeyUp
if ToggleON = True then ToggleOn=False //reset for next time keyup is checked, dont disable as key was toggle.
if ToggleON = False then Disable whatever //key was held so disable on keyup


Something like that anyway.

Trev

P.S. Oh, I have a feature request, Export Model as shown in frame.

eg, You have a guard figure in a sequence and he is say hunched over, the original object is scarecrow, I would like to export the Hunched over Guard (sequence frame) as an object for printing.

The same princibe could be applied to scene too, although Im not too sure how used it would be.

If the scene also exported the lighting shadows etc then that might come in usefull (Im sure this might have been discussed before and I can always import an unlit level into PG now and export shadows from PG and re-cut the mesh in an8 for final re-import into PG)

124
Ongoing Anim8or Development / Re: Topo Tool
« on: January 20, 2016, 09:43:47 am »
I should note that I do support MMB operations, clicking with the wheel is no problem, I only state that a long way is needed.

eg, to zoom, we use the wheel or Alt+MMB, if no wheel or MMB available you can still use View tool and Zoom.

So, to deselect things we need an alternative.



I like the Shift CTRL descriptions of alternate and similar operations. A third would be Ctrl+Shift as pressing both together is easy. So that gives the topo tool 9 operations all with the mouse. (I mean 12 oops)

I suppose another alternative to MMB is Ctrl+Alt+RMB (unless I missed something prior)
Now I know someone is going to say "Alt is Arc-Rotate", but Im specifying Ctrl First. This means that Ctrl alters the Alt key to no longer bring up the Arc-rotate and to instead start accepting MB's. This could also tally up Topo Tool mouse options to 13...
Normalx3, Shiftx3, Ctrlx3, Ctrl+Shiftx3 + Ctrl+Alt+LMB
Oh well, 13 goes with the halloween theme (yeah, I prefer the classic blue as you may have seen in the merge points discussion)

Trev

125
Ongoing Anim8or Development / Re: Topo Tool
« on: January 19, 2016, 05:48:44 pm »
Ive never understood what this was before today.

I managed to get it working and gave it a whirl, pretty cool.

The deleting points/lines yet keeping face and UV co-ords is amazing, Add edge and auto-fill sounds great.

Ill need to play more to fully understand.

What is dissolve by the way?

I also agree that MMb should either be minimised OR at least have an alternative.

I do have a MMB and wheel, but having been recently using An8 on someone elses laptop I found soo much functionality missing without MMb... Big one was unable to deselect things...


Trev


126
Great, downloading.

Im glad you found the problem.

It was weird that it happened all the time yet when I tried to show you it stopped.

Trev

127
Yeah sure,
It seems like some sort of buffer overrun as its based on the number of points selected.

If I keep the number low (havn't tested fully but Ive been keeping below 16 verticies) then it works fine and I like the new Average position as oposed to either/Or position after merge.

If I select a large number of verticies say > 32 then it starts to drag other verticies into the selection causing faces to either disapear or invert.

It happens on both 98 and 10.

I dont know that sending a model would help, so ill show a picture.

What the... now its not happening...

Well, the minut it does again ill post a pic

Trev

ok, just tested the above mesh and it happened again


Merge points at 0.001 causes error circled in red

128
I think I have found a bug with Merge Point.

I selected all verticies and then merged with 0.002, yet it tried to merge verticies that were 7.00 distance... it seems very odd.

Further, if I selected small groups of verticies to merge (eg, the join between 2 capless cylinders joined together into 1 mesh) then it would work ok, but select all still merged verticies from all over and swapped the normals on some faces...

Not entirly sure whats going on there.

It worked fine in the previous version.

Trev

129
Slex, I think you have already figured this out but An8 already checks the full DIR of the texture location AND the local .an8 file directory.

So, if your .an8 file reads
texture { "9479F24040Other"
  file {
    "D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\9479F24040Other.bmp"
    }
}

An8 will first check here. IF no file exists it will then check the current working DIR (where you clicked the an8 file)

What could be usefull might be to check Local DIR/Last String loop.

eg, lets say I had all my 4bit textures in a folder named Textures 4Bit, .an8 would read
texture { "9479F24040Other"
  file {
    "D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\Textures 4Bit\\9479F24040Other.bmp"
    }
}

Now, lets say I moved the project to a new HDD or opened over a Network Share.

An8 would look for the texture and fail on the first check, it would procede to local DIR and also fail because the texture is 1 more folder, so, get an8 to attempt
for n = 0 to entries - 1
  LocalDIR+last entry(n)
next

This would produce the following
D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\Textures 4Bit\\9479F24040Other.bmp FAIL
LOCALDIR\\9479F24040Other.bmp FAIL
LOCALDIR\\Textures 4Bit\\9479F24040Other.bmp SUCCESS

Trev

130
Fog in RayTracing doesnt work...

Setting environmental properties dialoge fog to any value will result in a crisp fogless image unless using scanline.

There is no workaround that I can see.

trev

131
General Anim8or Forum / Re: Need help
« on: October 01, 2015, 12:58:13 pm »
Id like to add that by Object here I am pretty sure he means Objects held in the object menu and not seperate 'Meshes' Within an object.
Sometimes it can be confusing and a mesh can quite correctly be concieved as a seperate object, but in the terms of this modeling it is not.

I have of course just realised what is going on here and infact have already done this approach with guns in GoldenEye.

Trev

132
General Anim8or Forum / Re: Two questions about the F8ce plugin.
« on: September 19, 2015, 10:46:25 am »
Just as a matter of interest, Could someone breifly list what is better in Blender to an8?
Ive seen and slightly used (someone elses computer) Blender, however I came straight back to an8 because it was familular and from what Id seen, just as powerfull.
eg, moving points in 3d space were similar, subdivisions worked similarly, boolean functions has an an8 script of which the concept works well.

I suppose if someone is wanting an automated modeling process then an8 is not for you since it requires manually making a model, but then at that point your specialising.

The only thing I later realised was better in rendering (because a similar technique was used in another program I used) was the use of lo-resolution > Higher resolution building of the final image.
The difference in techniques between blender and Compusoft Winner however is that blender uses a black screen and renderes single pixles while winner renders large pixles then fills the image with ever finer pixles untill finished meaning there are no black holes and you can stop at any point. (Think about Interlaced images in 90's on the web)

An8 would definatly benifit from this second technique of dividing rendered pixles rather than starting from the bottom and working slowly up.

Does Blender do Global Illumination (not just Ambient Occlusion, the full Diffuse Inter-reflection)?

Trev

133
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: September 08, 2015, 05:19:44 am »
Seldon, Actualy if Im not mistaken,
Black(0) = -(Max/2) 128 = 0 displacement White(255) = (Max/2)

It works either way I suppose but that is normally the way.

Have you tried Terrainim8or?

Last I tried it did heightmaps.

Maybe it doesnt exist anymore?

There is one program I tried and its quite good (well, Im missing a lot, if you knew what you were doing its very powerfull). Its Large 3D Terrain (L3DT).
It has a wounderfull dynamic subdivision process where triangles will get smaller, more detailed in high frequency areas, while producing large undetailed tris in open areas.

You can also set Tri-Limits and it will process the mesh again with the dynamic subdivision untill it reaches the tri-count.

Trev

134
General Anim8or Forum / Re: Anim8or on Touchscreen Computer
« on: August 30, 2015, 06:09:29 am »
Agreed, This was one reason I was put off by Win8.

During Win10 Development and the new Insider Program, I imediatly signed up and mady my concerns noted.
Thats why 10 has in 'some' ways made it optional. Although For a Company as large and long standing as MS its surprising they cant get it right. That said, You physically cannot please everyone, but this is where Windows Customisable and more-than-one-way comes into play. However over recent times MS has culled both these aspects. As insiders reported more and more, they are slowly brining this back.

The most esilly noticable transformation is switching to tablet mode from the Notification Bar.
The Start Menu Turns into the Start Screen and buttons in Apps/Applications are 'supposed' to get bigger.

So yes, if this were to be an option, then an option would be much better than forced.
I like the idea of a second screen hehe.

Just to add a little with regard to my experience with An8 and touch, I was able to press the buttons fine on a 17" 4:3 1280x1024 Elo Com Port Touchscreen.

With my phone its a different matter (via VNC Remote Desktop), the main drawback here is the draw time lag and noit the interface, however soley focusing on interface, with the Pinch-Zoom being used for screen-zoom, I could enlarge the buttons to press them, however, this would take away from being able to do that in-model... Wait... it wouldnt, you can seperate the command into Pinch-zoom.GUI and Pinch-zoom.Workspace
Although, to be hones, at that point its probably better to just have bigger buttons that can maybe hide.

Trev

135
Ah, well, Its a modual for being inserted into a game map.
Also, Polycounts are importiant even though they may be culled, so surfaces that i regard as being underground or something will not be filled, Same for surfaces that intersect other surfaces (like the partition in the Type22 Pillbox, it has no top nor bottom faces as these would waist ram (not by much I know, but hey, every little counts on the N64)

Thanks for looking into it though, its really neat to render with the high quality rendering from An8, then replicate it on a vertex level (to a limited degree) for importing into GoldenEye. (youl notice I cut the shadow lines on the holes and also added the bright spots on the floor. Other effects I do later with the ability to shade per-vertex (an8 really needs this too))

Trev

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