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Messages - Trevor

Pages: 1 [2] 3 4 ... 15
16
Wrong forum?

Should be in Dev Forum, but anyway, I concur and have been battling reference image disappearances for some time now. I usually just double click it and press OK and it fixes itself.

The problem manifests usually when pasting anything. Having the image in a locked layer does not change the fact.

Trev

17
ASL Scripts / Fast 3D Export (Beta) 0625
« on: May 10, 2020, 12:13:00 pm »
Here is an export plugin for Fast3D at source level.


Debug mode is enabled

ver 20200625 (Beta)
 
 
 
  Features:
  • Duplicate Vertex removal
  • Triangle Sorting
  • Flat Shading
  • Smooth Shading (Lighting only, An8 does not support Vertex Shading)
  • Lighting
  • Fog (Disables Vertex Alpha as N64 places Distance on Vertex Alpha)
  • Texture Mapping
  • Environment Mapping
  • Bounding Box 
  • Bounding Volume Radius - Nothing Output Yet
  • Binary Seperating Plane (Partial Support with Tree traversal)
  • Groups and full hiearchy. Usefull for animation or part culling.   [/color]

 
  Supports:
  • Fast3D (16 vertex cache)(Default)
  • 4Tri   (GE/PD Fast3D Extension) 
  • F3DEX  (32 Vertex Cache, 2Triangles)
  • F3DEX2 (32 Vertex Cache, 2Triangles)   

  WishList:
  Portals (use mesh name "PortalA-B")
  Animations - Translate/Rotate
                        Needs flag IsAnimate else Pre-Calc matrix
                        using $point = $transformMat.Project($point);
 
 
 
 
  Attributes (Case in-sensitive):
    uCode    - Define EITHER a String Attribute with name "uCode" with:
                                             OR
                            Define an Attribute of ANY type with name:
                              Fast3D (default)
                              F3DEX
                              F3DEX2
 
    4 Triangles Extension - Define an Attribute of ANY type with name "TRI4_Ext"
 
    Vertex Cache Override - Define an Integer with name "VtxCacheOvr" (Not Recomended)
 
    Integer Vertices         - Define a Boolean with name "IntVtx" (Default False)
 
    Optimization Level    - Define an Integer with name "Optimize"
                                       0 None
                                       1 Sort Triangles           
                                       2 Trim Duplicate Vertices  (Default)
                                       3 Trim Vertices Aggressive (Not Recomended)
                                                   Ignore ST and RGBA, Force Integer Vertices
 
    Lighting              - Define a Boolean with name "G_LIGHTING" (Default false)
 
    Fog                      - Define a Boolean with name "G_FOG" (Default True)
 
    Auto Sun (Static      - Define a Point with name "AutoSun" (Default False)
          Vertex Shading)  X = Direction(0-360) (North = 0, East = 90 etc)
                                       Y = Azimuth (0-90) where 0 is the Horizon
 
Code: [Select]
  *   Ortho View
 *               90 Y+. Azimuth
 *                   /|\
 *                 .``|``
 *                '   |
 *               -    |
 *              .     |
 *                    |  S  180
 *             E 90   |  /
 *                 '-.|/`
 *           -      /` ```--..
 *           .    /`          ``--..     .
 *         0 .  /`                  ``--:.`.
 *           ./`                       :----' X+ W 270
 *       |'-.`
 *    Z+ ````` N 0
 
  Light direction is "Source" of light
    eg: The sun is in the south (180) at 45 High
 
 
 
 


Result C attached as txt

H
Code: [Select]

/*
* Export object "object01"
*
* Do not edit this file. It was automatically generated
* with Anim8or 1.01 Build 1.01.1378+
* from File "test.an8"
* Using uCode Fast3D
*/

#define G_CC_PASS1 0, 0, 0, 0, 0, 0, 0, 0
#define G_CC_PRIMSHADE PRIMITIVE, 0, SHADE, 0, 0, 0, 0, 1
#define G_CC_PRIMSHADEA PRIMITIVE, 0, SHADE, 0, 0, 0, 0, SHADE
#define G_CC_PRIMSHADEFA PRIMITIVE, 0, SHADE, 0, 0, 0, 0, PRIMITIVE
#define G_CC_SHADE2 PRIMITIVE, 0, SHADE, 0, 0, 0, 0, 1
#define G_CC_SHADE2A PRIMITIVE, 0, SHADE, 0, 0, 0, 0, SHADE
#define G_CC_SHADE2FA PRIMITIVE, 0, SHADE, 0, 0, 0, 0, PRIMITIVE
#define G_CC_MODRGB COMBINED, 0, SHADE, 0, 0, 0, 0, 1
#define G_CC_MODRGBA  COMBINED, 0, SHADE, 0, 0, 0, 0, SHADE
#define G_CC_MODRGBFA COMBINED, 0, SHADE, 0, 0, 0, 0, PRIMITIVE

#define LoadTextureBlock(ltbTextureName, ltbTextureImageFormat, ltbBitDepth, isDetail, width,    \
                         height, pal, cms, cmt, masks, maskt, shifts, shiftt)                    \
                                                                                                 \
        gsDPSetTextureImage(ltbTextureImageFormat, ltbBitDepth##_LOAD_BLOCK, 1, ltbTextureName), \
        gsDPSetTile(ltbTextureImageFormat, ltbBitDepth##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE,        \
                    0 , cmt, maskt,    shiftt, cms, masks, shifts),                              \
        gsDPLoadSync(),                                                                          \
        gsDPLoadBlock(G_TX_LOADTILE, 0, 0,                                                       \
                    (((width)*(height) + ltbBitDepth##_INCR) >> ltbBitDepth##_SHIFT)-1,          \
                    CALC_DXT(width, ltbBitDepth##_BYTES)),                                       \
        gsDPPipeSync(),                                                                          \
        gsDPSetTile(ltbTextureImageFormat, ltbBitDepth,                                          \
                    ((((width) * ltbBitDepth##_LINE_BYTES)+7)>>3), 0,                            \
                    G_TX_RENDERTILE+isDetail, pal, cmt, maskt, shiftt, cms, masks, shifts),      \
        gsDPSetTileltbBitDepthe(G_TX_RENDERTILE+isDetail, 0, 0,                                  \
                    ((width)-1) << G_TEXTURE_IMAGE_FRAC,                                         \
                    ((height)-1) << G_TEXTURE_IMAGE_FRAC)                                       

#define LoadMipMapTile(tmemoffset, rtile, ltbTextureImageFormat, ltbBitDepth, width,             \
                       height, pal, cms, cmt, masks, maskt, shifts, shiftt)                      \
        gsDPSetTile(ltbTextureImageFormat, ltbBitDepth,                                          \
                    ((((width) * ltbBitDepth##_LINE_BYTES)+7)>>3), tmemoffset,                   \
                    rtile, pal, cmt, maskt, shiftt, cms, masks, shifts),                         \
        gsDPSetTileltbBitDepthe(rtile, 0, 0,                                                     \
                    ((width)-1) << G_TEXTURE_IMAGE_FRAC,                                         \
                    ((height)-1) << G_TEXTURE_IMAGE_FRAC)                                       

/* Define Textures */

/*
 * Texture image format :
 *     G_IM_FMT_RGBA(RGBA format)
 *     G_IM_FMT_YUV (YUV format)
 *     G_IM_FMT_CI  (CI format)
 *     G_IM_FMT_IA  (IA format)
 *     G_IM_FMT_I   (I format)
 * Bit Depth :
 *     G_IM_SIZ_8b  (8 bits / texel)
 *     G_IM_SIZ_16b (16 bits / texel)
 *     G_IM_SIZ_32b (32 bits / texel)
 * S T Flags :
 *     G_TX_MIRROR  (enable mirror operations)
 *     G_TX_NOMIRROR(disable mirror operations)
 *     G_TX_WRAP    (enable wrap operations)
 *     G_TX_CLAMP   (enable clamp operations)
 */

/* Assign the corect values for brickdetail4colour Including any Mip-Map Tiles at end. */
#define BRICKDETAIL4COLOUR_Width  32
#define BRICKDETAIL4COLOUR_Height 32
#define BRICKDETAIL4COLOUR_MaskS  Log(BRICKDETAIL4COLOUR_Width) / Log(2)
#define BRICKDETAIL4COLOUR_MaskT  Log(BRICKDETAIL4COLOUR_Height) / Log(2)
#define BRICKDETAIL4COLOUR_DL \
    gsDPPipeSync(),                                                                                                  \
    LoadTextureBlock(&brickdetail4colour,                                                                                            \
                     G_IM_FMT_RGBA, G_IM_SIZ_32b, FALSE, /* Format, BitDepth, isDetail */                            \
                     BRICKDETAIL4COLOUR_Width, BRICKDETAIL4COLOUR_Height, 0,      /* Width, Height, PaletteID   */                                   \
                     S Flags, T Flags,            /* Clamp/Wrap/Mirror          */                                   \
                     BRICKDETAIL4COLOUR_MaskS, BRICKDETAIL4COLOUR_MaskT,          /* Pow 2 Bounds for flag, eg  use 5 for a 32x32 texture (5^2=32) */\
                     ShiftS, ShiftT),             /* Use G_TX_NOLOD             */                                   \
    LoadMipMapTile(0, 0,                          /* TMEM Offset, TileNumber    */                                   \
                     G_IM_FMT_RGBA, G_IM_SIZ_32b, /* Format, BitDepth           */                                   \
                     BRICKDETAIL4COLOUR_Width, BRICKDETAIL4COLOUR_Height, 0,      /* Width, Height, PaletteID   */                                   \
                     S Flags, T Flags,            /* Clamp/Wrap/Mirror          */                                   \
                     BRICKDETAIL4COLOUR_MaskS, BRICKDETAIL4COLOUR_MaskT,          /* Pow 2 Bounds for flag, eg  use 5 for a 32x32 texture (5^2=32) */\
                     ShiftS, ShiftT),             /* Use G_TX_NOLOD             */                                   \
  /* (From here, do LoadMipMapTile for each subsequent tile, eg a 32x32 usually has 6 tiles (0-5))                 */\


Trev

Edit 21:34, Added more draw commands
Edit 02:36, Added Triangle sorting, Auto Sun Baking, some other flags.
Edit 02:08, Added 4Tri and fixed VtxCache to batch by TnL changes and uCode limits (16/32 counts)
Edit 01:17, Added Tree traversal, Bounding boxes and named BSP support

18
Ongoing Anim8or Development / Re: ASL issues
« on: May 06, 2020, 05:41:18 pm »
Yes, all the more confusing as to why tridata only has 1 coloured vertex


Possibly my bad... I missed something from the obj plugin


Trev

19
Ongoing Anim8or Development / Re: ASL issues
« on: May 06, 2020, 01:38:07 pm »
Thanks, I wasn't sure where to post, its ASL but its related to current dev so I chose the later:)

Ive noticed that tridata doesn't seem to keep triangle RGB separate, i.e. I had one triangle which was green, but the tridata only had one of the verticies use that material with the other 2 using other materials.
Is there a pattern here? or is it random?

Trev

20
Ongoing Anim8or Development / ASL issues
« on: May 05, 2020, 09:46:24 pm »
ASL Bugs and Feature requests as of Build 1379

Nested If statements cannot return to caller, an8 hangs, turns white, titlebar states (Not Responding) and console stops output.
Code: [Select]
// Return True if Vertex Exists, Save NewID Mapping to $gVtxIDMap
int $VertexExists(point3 $xyz, string $uv, point3 $rgb, int $a)
{
int $i, $r;

for ($i = 0; $i < $gXYZs.size; $i++)
{
$DebugPrint(PrintToString("Compare to %d", $i));
// cant do && "Illegal Type arg"
if (($xyz.x == $gXYZs[$i].x) && ($xyz.y == $gXYZs[$i].y) && ($xyz.z == $gXYZs[$i].z))
{
if ($uv == $gSTs[$i])
{
if (($rgb.x == $gRGBs[$i].x) && ($rgb.y == $gRGBs[$i].y) && ($rgb.z == $gRGBs[$i].z))
{
if ($a == $gAs[$i])
{
$gVtxIDMap[$gVtxIDMap.size - 1] = $i;
//return true;
$r = 1; //BUG cannot return from here, this makes script wasteful
}
}
}
}
}
return $r;
}

Attributes cannot return NULL...
workaround: Use a global Attribute and use Push/Size = 0
Code: [Select]
//return $gCurObject.GetAttribute($i);
$gLookupAttributeUcase.push($gCurObject.GetAttribute($i));
return;
}
}
//return NULL;
$gLookupAttributeUcase.size = 0;
}


As Documented already Recursion is not supported, however it would be good to support for parsing trees.
Code: [Select]
void $ParseChildren(shape $Shape)
{
...
$DebugPrint("Parsing Children " + $Shape.name);

if ($Shape.GetKind() == SHAPE_KIND_GROUP)
{
//Recursion Not Supported
$ConsolePrint("Groups are not supported\n");
//$ParseChildren($Shape);
}
...
}


I also put together some functions for people to use but hope for native support for them instead.
Code: [Select]
// Returns Index to start of $Contains if within $Base.
// Returns False if $Base does not contain $Contains
int $StringContains(string $Base, string $Contains)
{
int $i, $r;
string $Comparitor;
//$DebugPrint(PrintToString("looking for %s in %s", $Contains, $Base));
for ($i = 0; $i < max(0,($Base.length - $Contains.length)); $i++)
{
$Comparitor = $Base.SubString($i, ($i + ($Contains.length-1)));
$DebugPrint(PrintToString("contains %s at %d", $Comparitor, $i));
if ($Comparitor == $Contains)
{
$r = $i +1;
break;
}
}
//$DebugPrint(PrintToString("returning %d", $r));

return $r;
}

// Split String $Base anywhere $Split occurs
// Returns Array (via $gSplit) of Strings
int $StringSplit(string $Base, string $Split)
{
int $r, $Start, $End;
$gSplit.size = 0;
while (1)//$StringContains($Base.SubString($Start, $Base.length), $Split))
{
$End = $StringContains($Base.SubString($Start, $Base.length), $Split);

if (!$End)
{
//$r = 0;
$DebugPrint($Base.SubString($Start, $Base.length));
$gSplit.push($Base.SubString($Start, $Base.length));
break;
}
$r++;

$DebugPrint($Base.SubString($Start, $End - 1 - $Split.length));
$gSplit.push($Base.SubString($Start, $End - 1 - $Split.length));
$Start = $Start + ($End-1) + ($Split.length);
}
$DebugPrint(PrintToString("Split legnth %d, contains %s", $gSplit.size, $gSplit[$gSplit.size-1]));
return $r;
}

// Returns String from Array (via $gSplit) of Strings
string $StringJoin()
{
int $i;
string $t;

for($i=0; $i< $gSplit.size; $i++)
{
$t = $t + $gSplit[$i];
}
$gSplit.size = 0;
return $t;
}

// Returns String as UPPER CASE
string $StringToUpper(string $str)
{
int $i, $t;
for ($i = 0; $i < $str.length; $i++)
{
$t = $str.GetChar($i);
if (($t >= 97) && ($t <= 122))
{
$t = $t - 32;
$str = $str.SetChar($t, $i);
}
}
return $str;
}

// Looks up Attribute by Name (Case-insensitive)
void $LookupAttribute(string $str, int $CaseCompare)
{
int $i, $r;
attribute $temp;
if (!$CaseCompare)
{
$str = $StringToUpper($str);
}

$DebugPrint("Looking up Attribute " + $str);

for ($i = 0; $i < $gCurObject.GetNumAttributes(); $i++)
{
$temp = $gCurObject.GetAttribute($i);
if (($StringToUpper($temp.GetName()) == $str) && (!$CaseCompare || ($temp.GetName() == $str)))
{
//return $gCurObject.GetAttribute($i);
$DebugPrint("Found Attribute " + $str);
$gLookupAttribute.push($temp);
$r = true;
break;
}
}
if ($r) return;
//return NULL;
$gLookupAttribute.size = 0;
}

// Convert quaternion to xyz (PYR)
point3 $QuaternionToPYR(quaternion $q) {
point3 $angles;
float $sin_cos, $cos_cos;

// pitch (x-axis rotation)
$sin_cos = 2 * ($q.w * $q.x + $q.y * $q.z);
$cos_cos = 1 - 2 * ($q.x * $q.x + $q.y * $q.y);
$angles.x = atan2($sin_cos, $cos_cos);

// yaw (y-axis rotation)
$sin_cos = 2 * ($q.w * $q.y - $q.z * $q.x);
if (abs($sin_cos) >= 1)
{
$angles.y = clamp($sin_cos, -PI / 2, PI / 2); // use 90 degrees if out of range
}
else
{
$angles.y = asin($sin_cos);
}

// role (z-axis rotation)
$sin_cos = 2 * ($q.w * $q.z + $q.x * $q.y);
$cos_cos = 1 - 2 * ($q.y * $q.y + $q.z * $q.z);
$angles.z = atan2($sin_cos, $cos_cos);

return $angles;
}

// Returns the integral value that is nearest to val, with halfway cases rounded away from zero.
int $round(float $val)
{
if ($val >= 0)
{
if (fract($val) >= 0.5)
{
return ceil($val);
}
else
{
return floor($val);
}
}
if (fract($val) > -0.5)
{
return ceil($val);
}
//else
return floor($val);
}

//Cast To Integer
int $int(float $val)
{
return $val;
}

//Cast to Float
float $float(int $val)
{
return $val;
}


I also took the documentation and put it in a h file for use in VS.
I shifted the comments round so it works with Intellisense and word completion as you type.

Which reminds me, any chance of ignoring #include "a8s.h" and then including other script files?
Also #if(0) #endif would be good to block certain code blocks from functioning

Many Thanks
Trev[/code]

21
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: May 03, 2020, 10:44:46 am »
Awsome.

I also show a flat line on .wav.

You should update the sticky too (its still 1363)

Trev

22
yeah, Ambientoccluder too

Trev

23
Hope you are well Steve.

Just wondering the current state of an8, would adding the basic attributes as simple checkboxes be a quick enough task? I think it was mentioned before.

I just keep forgetting the exact spelling of each attribute and whether or not its an int or string etc.

Trev

24
Any updates for 2020?

Thanks,
Trev

25
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: December 23, 2019, 06:20:43 am »
I thought of another suggestion that I tried to do manually recently but would be great if it was better supported natively - Cross-Sections

To do this manually you have to move your viewpoint as far "forward" as possible until eventually you start clipping the model.

The problem with this method is that it a) takes a long time, b) has to be re-set if you rotate around the model.

I would imagine the implementation either being across the world 0 point (X Y and Z planes) or a knife-like tool to set your own Cross-Sectional Viewport.

Trev

26
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: December 23, 2019, 06:14:17 am »
Why is anyone still using An8 0.98?

There are some CAD functions in 1.0.1.x but here I will second that they need some love too.

Trev

27
There are 3 "locations" in an8.
1st is each vertex has a location, which is relative to the mesh location
2nd is mesh location which can but doesn't have to be the center of the mesh. This is relative to world.
3rd is "Pivot" location, which is the Red Green and Blue lines normally at the mesh origin (0,0,0) but doesn't have to be.

the 3rd allows you to rotate a mesh around another location so you are not stuck having to rotate them move the mesh round a joint for example.

Suggestion, Can the pivot point be aloud to snap to grid please. Can it also have a dialogue box for exact placement.

Trev

28
Ongoing Anim8or Development / Re: About this forum
« on: August 03, 2019, 06:42:09 pm »
Whoops, that spambot made me think it was new

Trev

29
Ongoing Anim8or Development / Re: About this forum
« on: August 03, 2019, 05:42:21 am »
Sounds great Steve.

I always wanted the dev build to be more regular even if less stable.

As for restricting posting to topics created only by yourself I don't see a problem so long as there is a topic about each build so people can post about it without resorting to the v1 board.

If you wanted to say close build topics, I would advise a delay in doing so to allow rollback from an unstable feature but still allowing things to be found about the previous build. (again, to stop cross build posting)

Trev

30
Things seem rather quiet on the development front.

What is on the agenda for future releases and are you close to another build?

Trev

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