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Messages - NickE

Pages: 1 ... 6 7 [8] 9 10 ... 12
106
ASL Scripts / Re: Script Request: untriangulate faces
« on: September 20, 2008, 09:49:36 am »
Attached is an updated version of the script that fixed the issue that Kreator found where a model has no joined triangles.

Your feedback is appreciated!

107
ASL Scripts / Re: Script Request: untriangulate faces
« on: September 16, 2008, 10:18:11 am »
Kubajzz,

Excellent suggestion!  I have made the change and have attached the updated script.

Add to the instructions posted earlier:
"Select the mesh you would like to untriangulate."

108
ASL Scripts / Re: Script Request: untriangulate faces
« on: September 15, 2008, 10:09:14 pm »
Attached is a script for untriangulating faces.

It uses a parameter called "tolerance" that should be added by Object->Attributes... Click the "new" button, type "tolerance" (case is important), select float, and put a suitably small value like 0.5 as the value.  The tolerance parameter is the measure of how "non-planar" the four points in the un-trianglulated face are.

The script creates a copy of the original mesh that is untriangulated.  On the console output, it will output a list of all the tolerances found in the mesh to help you select the correct value for your mesh.  If you select a tolerance that is too low, simply delete the created mesh copy, change the tolerance value by going to Objects->Attributes..., and re-run the script.  Or you can delete the original mesh, change the tolerance value and re-run the script.

The script is not perfect.  It often cannot determine the best adjacent face to combine with if the tolerance values are too high.  It is often necessary to use repeated applications of the script with ever increasing tolerance values.

Please let me know your feedback.

109
ASL Scripts / Re: GetNumEdges() function gone wrong?
« on: August 21, 2008, 06:46:32 pm »
I ran into this issue a while back. 

I added a little to your code to try to flesh out the problem:
Code: [Select]
#command("object");

file $file;
string $output;
shape $shape[0];

int $i;

project.curObject.GetShapes($shape);

$output = PrintToString("edges: %d", $shape[0].GetNumEdges());


$file.open("$console", "w");
$file.print("-------\n\n"+$output+"\n\n-------\n");

for $i=1 to $shape[0].GetNumEdges() do
{
  $file.print("Edge: %d Point1: %d Point2: %d\n",$i,$shape[0].GetEdgeIndex0($i),$shape[0].GetEdgeIndex1($i));


$file.close;

I just drew a cube and converted to mesh for a test shape.  The output:
Code: [Select]
begin script "F:\anim8or_v097b_preview\scripts\edgecounttest.txt
-------

edges: 13

-------
Edge: 1 Point1: 0 Point2: 4
Edge: 2 Point1: 4 Point2: 6
Edge: 3 Point1: 2 Point2: 6
Edge: 4 Point1: 0 Point2: 2
Edge: 5 Point1: 1 Point2: 3
Edge: 6 Point1: 3 Point2: 7
Edge: 7 Point1: 5 Point2: 7
Edge: 8 Point1: 1 Point2: 5
Edge: 9 Point1: 2 Point2: 3
Edge: 10 Point1: 0 Point2: 1
Edge: 11 Point1: 4 Point2: 5
Edge: 12 Point1: 6 Point2: 7
Edge: 13 Point1: 0 Point2: 0
exit script "F:\anim8or_v097b_preview\scripts\edgecounttest.txt"

It appears that the last edge is from point 0 to point 0.  You can probably work around this by just using GetNumEdges()-1.  That is what I have done.

110
ASL Scripts / Re: New mesh clean-up scripts
« on: August 20, 2008, 06:58:17 pm »
Kubajzz,  your scripts are awesome!  I have learned a lot from studying your techique.

111
ASL Scripts / Re: Anim8ing a Tank Tread
« on: August 20, 2008, 06:56:34 pm »
That error can happen when you have forgotten something important.  Did you follow the instructions as given in the tutorial in the first post of this topic?  It is essential that you have set up the attributes properly.

112
General Anim8or Forum / Re: an8 file format - 3d math and quaternions
« on: August 11, 2008, 10:58:05 am »
In Anim8or, the quaternion is in the order of (x,y,z,w).  See the scripting reference page and the anim8or file specification for more information.

113
This is the kind of thing that scripts cannot do in Anim8or.  A parametric script is required to return a shape and de-selects anything selected upon execution.  A command script could do this, but one would have to input the amount of rotation manually, and there is no undo of script-moved points.

What are you trying to achieve with this functionality?  Morph targets?  Modeling?  There may be other ways of achieving that effect without this functionality.

114
General Anim8or Forum / Re: Bug in chain maker (script)
« on: August 06, 2008, 07:04:32 pm »
I have been unable to replicate your error.  It is possible that the instructions for use were not complete.  Please try the following tutorial and report back your results:

http://www.tranceportsoftware.com/anim8orstuff/chainmakertutorial.htm

115
General Anim8or Forum / Re: Bug in chain maker (script)
« on: August 01, 2008, 10:43:37 pm »
Were you using version of 0.97b of Anim8or?  Were you using the command version or the parametric version?  Did you name the path "chainpath"?

116
There is a script that will make tubes, wires, and pipes where you draw the spline and rename it and the script creates the tube.  See this post:

http://www.anim8or.com/smf/index.php?topic=21.msg6516#msg6516

117
ASL Scripts / File Read Function(s)
« on: July 30, 2008, 11:45:00 am »
Steve,
If I could beg for a single ASL update for the next preview, it would be file.read member function(s).

Here's why:

It would be a work-around for most of the other items on the scripting wish-list. 
(1) One could read and write Anim8or project files allowing one to do particle animation, fluid dynamics, and physics by generating objects and morph targets and scene object placement and controller values, and so much more!
(2) One could simulate parameter passing between scripts
(3) Custom import filters

Once a file.read ability exists, the only thing needed to have robust access to all of Anim8or's modes would be the ability to trigger another script's execution from within a script.  (more begging here)  Even the simplest implementation would be sufficient: completely terminate the original script and begin execution of the requested script.  The file read/write functions can be used to simulate user defined functions ability.

Those two additional functions - file.read and script.execute - would open the door to the development of libraries of script functions like physics, walk sequences, mouth movement, lip synch, etc.

Thank you!

118
ASL Scripts / Re: Script idea
« on: July 30, 2008, 10:46:59 am »
It is true that the script actions cannot be undone, but the script can make a copy of the original with the randomization applied.  That way, you can apply the script, move the copy to its destination, repeat.  Another option would be to have a parameter where you can specify the number of copies you would like - each a bit different - also leaving the original intact.

119
ASL Scripts / Re: Fluid Simulation
« on: July 30, 2008, 09:32:38 am »
Fluid simulation is very complicated mathematically, but scripts will be written (because I will write them myself) when ASL matures a bit to where scene mode objects, properties, and methods can be manipulated and when object mode objects can access other objects and morph targets.  Realistic fluid and particle dynamics require a combination of shape and movement.  Right now, one could (and some have) written external programs to create Anim8or files to accomplish that as Tanzim mentions above.

120
ASL Scripts / Re: Script idea
« on: July 29, 2008, 11:09:27 pm »
If you can give a better idea of what you need, I might be able to help you out with a script.
 
1) Are you trying to draw each rock separately because they need to have a basic overall shape, but are too artificial looking and thus need a bit of randomization?
2) You would like to generate thousands of randomized rocks by script all at once, but precisely placed?
3) Something else?


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