Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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 - Trevor

Pages: 1 ... 8 9 [10] 11 12 ... 15
136
General Anim8or Forum / Re: Anim8or on Touchscreen Computer
« on: August 26, 2015, 07:28:17 am »
Well, on my phone and back when my Ello Touchscreen worked (Backlight died) LMB-Click was touch. LMB-Drag is Touch-Hold-Drag, RMB-Click was Touch-Hold.

So, the only things not doable are MMB and RMB-Drag.

With Multi-Touch interfaces (Win7+ and Phones) you could maybe do something with multiple touches or guestures and touch.

However, as RMB-Drag is usually zoom Z axis, this can be pinch-zoom.
Actually, you could still use the pinch for the Add-Selection Box, that could work, although people might want it to always zoom.

This leaves MMB as something totally un-usable in a touch interface.

Touch would need a bit of thought as it tends to be the opposit to mouse in regard to touch default spinning and zooming a model, vs mouse default selecting things.

Trev

137
Hi steve,
Ill attach the same model I showed with the scene already set up.
I still beleve its some sort of overflow maybe since some corners do darken, but then when the surface is dark it suddenly turns white in the corners...

I was also messing about with trying to do some HDR compression for the inside, but failed since even though Ambient Oclustion was on, if the Ambient componant was turned up, it would not change the occlusion 'particles' but it would add a uniform brightness to the model wich was unwanted.
Heh, I guess we will have to wait till you someday add HDR tools.


A new thing, well, maybe not so new, but just thought Id mention, is that in RayTracing mode, the Camera Near Clip Plane is not correct.
The green line representing the frustrum only represents scanline, When in RayTracing mode, the clip seems to be at camera 0,0,0.
On a related note, the Z Limits menu does not effect the camera... I think it should.

Trev

138
Got another suggestion, Current mouse co-ordinate in the bottom tray.

I was using the knife tool and even with CAD mode on there is no indication of where Im cutting.

Trev

Edit:
Just a reminder that Ambient Occluder is still acting oddly on internal surfaces

139
General Anim8or Forum / Re: Anim8or on Windows 10
« on: August 22, 2015, 06:59:16 am »
Ive been using 10 on a machine since Jan but also did an upgrade on a clients machine a couple of weeks ago.
I found no issues, however started seing scare stories on the net and feedback so I held off on someone elses laptop.

Are the scare stories being overcome? was it just anxious people and unsubstanciated claims?

I did have one glitch, the ATI Radeon HD 3200 driver stopped working a week ago on one machine. I left feedback and noticed quite a number of similar problems.
I did a windows refresh (Because I broke the registry trying to force windows to use the correct driver which apparently was loaded, just not used) and now everything is working correctly again. Ive yet to leave feedback on that.

Im just woundering if the general opinion has shifted in favour of 10?

By the way, MS finally realised their mistake with coloured titlebars (Why the hell did they ever remove customisation, its been part of windows since 1980's) and have allowed it again in build 10520 (Yet to test)
They made some excuse that some websites have colour schemes that clash with glass and or coloured titlebars.

Trev

140
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: August 15, 2015, 06:31:08 am »
Just thought Id post my tiny little suggestion here as well as it being twice in the current development thread.

I say tiny because in DirectX its literally 1 switch.

Ok, did a bit of reasearch and found some code samples.
The GL stuff at bottom seems simpler, maybe I missed something, but its direct from the OpenGL website.

C++
Code: [Select]
HRESULT SetSamplerState(
  [in] DWORD               Sampler,
  [in] D3DSAMPLERSTATETYPE Type, // D3DSAMP_ADDRESSU, D3DSAMP_ADDRESSV (U,V sometimes known as S,T)
  [in] DWORD               Value //D3DTADDRESS_WRAP, D3DTADDRESS_CLAMP, D3DTADDRESS_MIRROR
);

C#         
Code: [Select]
// For this example, device is a valid Device object.
//
using System;
using Microsoft.DirectX.Direct3D;

// Load a texture.
Texture tx = new Texture(device, 4, 4, 0, 0, Format.X8R8G8B8, Pool.Managed);

// Set the texture in stage 0.
device.SetTexture(0, tx);

// Set some sampler states.
device.SamplerState[0].AddressU = TextureAddress.Clamp; //CLAMPS U
device.SamplerState[0].AddressV = TextureAddress.Mirror; //Mirrors V




OpenGL (U,V sometimes known as S,T)
    GL_TEXTURE_WRAP_S     integer     CLAMP_TO_EDGE, MIRRORED_REPEAT, REPEAT
    GL_TEXTURE_WRAP_T     integer     CLAMP_TO_EDGE, MIRRORED_REPEAT, REPEAT


Open.GL source
Code: [Select]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //Normal
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); //Normal Clamp and smear Horizontal
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); //mirror Vertical



These are to go as part of the texture definition in material editor

Trev

141
"you people should really put some basic hardware/system specs of your pc together with your comments so it would be easier to find the solution "

I already had before in this thread, however I do understand your point. It was a while ago and I should re-state it.
As a suggestion, I think it should also be part of the left user info, so ill add it to my location temporarily untill steve adds the field.


Mine was an AIT Radeon x800.
http://www.anim8or.com/smf/index.php?action=dlattach;topic=4795.0;attach=12605



Its been a long standing problem tht Ive just lived with.
http://www.anim8or.com/smf/index.php/topic,4795.msg36297.html#msg36297


Trev

142
Well, Ive had no labels either and Im not an Intell GPU. (Front,back,perspective)
I can still click them, but the text is invisible.

Scales DO show (grey numbers up the left and bottom of screen aligned to grid)

Trev

143
ASL Scripts / Re: BVH File Import into Anim8or
« on: August 05, 2015, 09:38:37 am »
Forgot to update this when sub posted his new version of Obj2an8, it works now.

Here is a Skedar animation direct from Perfect Dark


These work with the gimble lock bones as described above.

Now, for going back into GE/PD im not sure how to do the bones. Since an8 does not suffer gimble lock it seems slightly pointless to do all the rotations.

Actually, I just tested again and this build still locks out in GUI in the YZ plane so I guess I have to make all these bones manually for new objects.

Trev

Trev

144
General Anim8or Forum / Re: Anim8or on Windows 10
« on: July 30, 2015, 09:12:32 am »
Odd... It worked for me in Windows build 10130.
http://www.anim8or.com/smf/index.php/topic,5168.msg38641.html#msg38641

I never thought to check Windows build 10240 (RTM).

I will today and report back.

Trev

Ok, tested in build 10240 and it works, however you must right click the icon and say "Run as Admin" (or set it to always run as admin in properties)

The reason is that an8 makes changes to the registry for making sure its associated and also for window position etc.



145
Quote
In viewport mode rotate tool does not work in any view apart from perspective.(build 1179)
Oh, well in that case lower my percentage of useage to 10% because I never noticed that... I guess I use Alt more often than I thought.

Trev

146
Rotate bug?

What rotate bug? It seems to work fine as is...

Trev

147
ASL Scripts / Re: BVH File Import into Anim8or
« on: July 23, 2015, 12:02:27 pm »
Personally Im using the latest beta. 1179.

As I kinda atated above, its the fact that as other software aproches gimble lock they add values to X and Z (eg, 90 90 -90)
The result in those apps is that nothing changes, the rotation = 0 90 0

However, since an8 does not lock out, it takes the values literally and so rotates the character 'oddly'.

This was the solution we came up with to overcome the limitation from GoldenEye (and xsi and blender etc)

Trev

P.S. Not sure if you saw the images, my PC was off yesterday at 02:40  UTC

148
I use the View Tool and Alt Button more or less 50/50.
The View Tool was there first and what I learned, the Alt Button is soo much more powerfull, however I just 'slip' back into old habbits.

Usefull functions of the View Tool, FrameAll and zoom without mmb.

Otherwise, yes, I can live without it. As I say, the Alt Button is way more powerfull.

Trev

149
Hi Steve, just wanted to link you to another post.
http://www.anim8or.com/smf/index.php/topic,3953.msg38744.html#msg38744

I think Sub did get Quaternuions fixed but we ended up with another problem as described in the post.

Unless there is an easier way?

Trev

150
ASL Scripts / Re: BVH File Import into Anim8or
« on: July 16, 2015, 06:37:34 am »
Ok, so, Ill post our little solution to the problem we found.

First the Problem is that AN8 has Gimble Lock at ZY while most other software has Gimble Lock at XY.
Now, an8 actually proves to be far supirior since the liklyhood of getting GimbleLock is reduced as not many things run the ZY axis.
(It should be noted that an8 uses quaternuions internally which do NOT suffer gimble lock, however this is not the problem)

HOWEVER this proves to be a real problem when directly importing animations made in other software, since as other software approach gimble lock the start to add values to both X and Z which themselves do nothing. An8 however shows these values literally and so you get weird effects.

So, our solution was to move the Gimble Lock back to the XY axis by adding 3 bones at each joint. (originally was 5 as seen in image, however quaternuions do not suffer gimble lock and so the 2 rotations could be combined)



First we take whatever direction the bone is coming from and point it X+
(Image shows z90, this is variable depending on original bone orientation, i.e. had the bone already been pointing X+ then it would rotate 0. If the bone was pointing X- then the bone would rotate 180)

Then we rotate it Y90 (these 2 operations being combined in quaternuions)

Then we add the 'Joint' as a 0 legnth fat bone. (this sets the bone dialoge angles to 0,0,0)

Then we undo all before.

Rotate -Y90

Rotate back to original cource pointing to next bone. (in image the next bone was directly above the first, so we rotate -Z90. Had the next bone been to the right we would rotate 0, had the bone been to the left slightly then we would rotate 100 etc.


All connecting bones are 0 legnth and 0 diameter.

One final consideration and we are done.

Ignore all lables in the bone Orientation Dialoge, the Order is Z, X, Y, Not P Y R.

Attached is an example of a working animation direct from GoldenEye.



Trev


P.S. can anyone tell me if the atached .an8 shows the guard in scene mode?
He works in sequence mode but in scene mode his model is invisible, all I can see is his skeleton working
If he is invisible then does anyone know why?
(clearly something went wrong since the animation pictured above, which actually shows him)

P.S.S Doesnt matter I found it... Sub put him on the root bone accidently in the latest version.
The root bone is useless grrr



Pages: 1 ... 8 9 [10] 11 12 ... 15