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Messages - Raxx

Pages: 1 2 3 [4] 5 6 ... 91
46
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 03:20:19 pm »
Yeah, PHUR is a little tricky. To get the best results you'd have to convert the body subdivision mesh to mesh so as to permanently make it subdivided. This way the PHUR will much more accurately stick to the mesh when it's all being deformed.

So when dealing with PHUR, I recommend trying your best to use weighted envelopes instead of painted weights. This way you can have an object containing your "working" version (non-converted-to-mesh shapes), and an object containing your "final" version (converted-to-mesh shapes). Then you skin the final version using envelopes and if you need to make changes you can edit the "working" version and replace the "final" version's contents with a copy of the "working" version.

Then, when you're 10000% sure your model is final, you can change over to painted weights and do some good quality weight painting.

47
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 10:30:57 am »
Ah, yes. I forgot about that issue. There's no way to access the control mesh via ASL, nor to convert the control mesh to a subdivision mesh within a parametric shape. I think I brought this up a few times in the past but these features have yet to be added.

The only real option would be to put the inner shapes to subdivision 0, update the CelShadurr shape, convert the CelShadurr shape to subdivided, and then revert the inner shapes back to their original subdivisions. Or else you could convert the inner shapes to mesh in their subdivided form. Same for PHUR.

It'd be nice if there was mesh generation and access in the Scene Editor...then I could just make the outline conform to the rigged/skinned/animated shapes. Same with PHUR (with more dynamic effects available).

48
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 01:38:41 am »
I chose to go the parametric shape route because it is easiest for the user to create and scale the outlines. In order to allow per-shape outline widths, I can offer two options:
  • The user appends "_###" (such as mesh01_1.25) to the name of a shape to set the exact width of the outline for that shape.
  • I change it to a command script, where you select a shape and then go to Scripts->Create Outline. Then to change the outline width, you go to Object->Attributes and find the float attribute that's named "mesh01_outlineWidth" and set the outline width there. Then you go to Scripts->Update Outlines to update the changes
#1 is easier for the user, in my opinion. I can also add an auto-width parameter to the parametric shape, where if you enable it then it makes the width of the outline related to the size of its bounding box. So smaller shapes would have smaller outlines, and bigger shapes would have bigger outlines.

49
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 12:59:58 am »
Good news, I fixed the one bug and made a few optimizations. The new version is in my post above.

50
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 12:05:52 am »
You're welcome! Hope it helps, somehow. If you can't tell, I'm not very impressed with what it can('t) do >:(

I forgot to mention it, but you can change the thickness of the outline either by scaling it using the uniform scale tool or by double clicking it and entering it manually. It's measured in Anim8or units.

51
ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: October 20, 2016, 11:58:32 pm »
It's located at the bottom of the first post as an attachment, under where the video tutorial is located. You'll need 7-zip or a modern file archiver/extractor program to extract the contents of the .7z file.

52
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 20, 2016, 09:29:58 pm »
So, I got to work on this in my free time, and discovered that I can't make double sided materials via script (not documented anyway).

So unless that gets fixed, you'll have to create and apply your own outline material. I decided not to make the flat-shaded material either, for the sake of consistency. Basically it's just an outliner, not an actual cel-shader-er. Thus, I'm calling it...CelShadurr

Instructions:
  • Install into your script directory
  • Click on the turd
  • Drag anywhere in the workspace. It should create a parametric shape outlining everything
  • Don't want something outlined? Append the mesh's name with "_noOutline". For example, "mesh01_noOutline". Then double click and OK the CelShadurr shape to regenerate it
  • Apply your own material to the shape

Uniform scale or double click and manually enter the outline thickness.

53
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 18, 2016, 04:01:53 pm »
It's possible to do this. Even moderately easy for its most basic implementation. If no one takes a stab at it I might be able to work on it this weekend.

Of course, if Steve enables custom shaders for materials then this old method of outlining won't be necessary, and the results and ease of animation would be much, much better.

By the way, the term "cel-shading" refers to the flattening of the shading into a single tone, and does not refer to the black border/outline effect.

54
General Anim8or Forum / Re: Layers?
« on: September 12, 2016, 11:16:51 pm »
Double click the shape and manually enter the layer number there. You can easily show/hide layers by hitting the numbers in the top toolbar, and you can lock layers by right-clicking them. Layers are a new feature that haven't been documented yet.

55
General Anim8or Forum / Re: Question about Figure Editor
« on: September 11, 2016, 10:41:21 pm »
Nope, feel free to create the model first and then create the bones afterwards. That's the standard way when skinning models like humans and animals. For machines it might require a hybrid of both methods.

So create a bone off the root bone and assign the object to it. This new bone would be the real "root" bone like what you would make in other programs. Make sure the object and "root" bone is positioned how you want it to be, then add the rest of the bones.

56
General Anim8or Forum / Re: Morph the textures
« on: September 11, 2016, 09:29:25 am »
A while ago I made a script and tutorial about animating textures via ASL in the scene editor: http://www.anim8or.com/smf/index.php/topic,5333.0.html

By your phrasing, morphing textures would be the action of keyframing the skewing, scaling, or moving UV coordinates with it interpolating between each keyframe. As daniel99 explained, you'd have to do this movement as a sequence of textures via an image editor and then either use my script or Terranim8or to apply that animated sequence in Anim8or.

57
1) You can enter the folder directory in the file name field, press enter, and it'll go directly to that folder without closing out the file dialog.

58
Cool seeing the snowman in its final cut. Nice job.

59
General Anim8or Forum / Re: Help with LWO File
« on: April 29, 2016, 07:08:09 am »
Good that you fixed it. I recommend only using the obj format when importing meshes. 3ds is outdated and is limited in the number of vertices it can have, and also can import in an odd structure with grouped meshes and duplicate vertices. LWO (at least, the version Anim8or supports) is extremely outdated and isn't really a universally accepted format anyway. OBJ is still relevant today and retains the original mesh structure and will likely reduce the number of issues you have when using premade assets in Anim8or.

60
General Anim8or Forum / Re: Closing Splines
« on: April 29, 2016, 07:00:59 am »
It's hard to tell what you're doing. So here's some information about splines and lathing.

It seems like you might be misunderstanding lathes and splines. The resulting mesh no longer has anything to do with the spline. So making changes to the spline has no effect on the lathed mesh that you previously made. You have to delete the mesh and re-lathe the spline if you make changes to the spline.

You don't have to close a spline to lathe it closed. In fact, if you do then it'll create extra geometry on the lathing axis that you don't want. Keep it open and make sure the closed option in the lathe dialog box is checked. This way it'll automatically close it at the poles.

If you want to cut a spline into two separate halves while maintaining its original shape, you can select the spline and go to Build->Convert to mesh. Then in point edit mode, select the edges of the first half and go to Build->Convert to Spline. Then select the second half's edges and go to Build->Convert to Spline. This creates two splines out of the original. You can delete the original spline and then individually lathe the two pieces.

When filling holes, you have to select the edges, not the points. You mentioned only points in your post so I'm mentioning this just in case.

When filling holes, the number of edges of the holes must not exceed 12 or else it won't fill holes. If it exceeds twelve then split the hole in half using the add edge tool until all holes have 12 or less edges. Then fill the holes. Select the resultant faces and merge faces (M) or Edit->Merge Faces.

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