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Messages - bamman62

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61
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 17, 2008, 10:44:42 pm »
I took the liberty of creating a preview of what the 3d bird icon would look like :P. I just edited the front page picture and shrunk it down to a 128*128 image.

It is also good to see all of these great suggestions.

62
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 11, 2008, 07:20:37 pm »
I have heard of them, I never really thought of them as important filetypes though.

63
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 11, 2008, 06:39:44 pm »
I've always though of obj as the universal export format...

64
Anim8or v0.98 Discussion Forum / Re: v0.97c Preview Ready
« on: September 11, 2008, 05:54:08 pm »
bamman62, nice ideas, I agree with the auto-refreshing of textures, and normal maps. Cloth, and fluids will probably take Steve awhile to do, so there most likely at the lower end of his list.
Next time, can you start a new thread?

BTW: bumpmap is supported.

I have a thread :P I just posted some more important ideas here.

65
Oddly enough, it has :P.

   For most FPS's a gun can have over 2000 polygons. Think about Oblivion for example (Sorry that is the only comp game I have :P) An average sword in that game has over 1k polygons; there are a few weapons that exceed 3k.

66
Very nice, though a few bevels wouldn't hurt. I think this belongs in the WIP section though :P.
 Either way, it could use a few more details. It should be about 3000 polys for a good gun game model. Although if you can accomplish more with less, that is much better.

67
Anim8or v0.98 Discussion Forum / Re: v0.97c Preview Ready
« on: September 10, 2008, 11:37:27 pm »
Very nice! I also see that default, untextured models seems to turn out much cleaner than it used to. Are there any plans to update the editing mode's mesh display? (having a hard time describing it). And also the option of auto-refreshing textures.

Sorry to bother you with suggestions, but I have a few more :P. Normal and bumpmap support, AniCloth (Anim8or's own version of nCloth), some fluid support, and lastly a customizable interface.  :D

68
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 08, 2008, 06:26:13 pm »
\o/   On the normal mapping idea. Also a little more complexity in the UV mapping,
 l l  such as allowing multiple UV's for a model. Also, the ability to view, edit, and export a UV map.
 
 

69
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 03, 2008, 07:52:03 am »
Quote
I'm not sure what version you're using there.  Cutting faces with 'back' turned off should only cut the front-ward facing faces.  So perhaps you're using an older version?  I'm using v0.97b and it works fine.


I use .97b in some cases, but I use 95 due to its slightly lower rate of crashing. I did tried in in 95 and it worked. The strange thing is that it didn't for a period of time. (Then again things can get really glitchy with it in long sessions). I will have to try the loop cut suggestion later.

70
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 02, 2008, 07:29:06 pm »
Well, it seems everybody understands the point of this thread as more of a "Your own suggestions go here" which is what I was intending :P. I will not edit the list, but I found some of my other ideas already possible. Although I do have some more to prevent this post from simply being a 'bump'. I also agree with headwax that I see anim8or more as a modeler than a renderer. Now, here is a list of a few things I suggest that I have not noticed in any other modeling program.

 Uniform scale settings- Uniform scale affects height, width, and depth, but what if you want to make a cylinder fatter, but not longer. Or if you just want to influence the height. Non uniform scale forces you to switch to top view, this leaves room for both human error, and is time consuming. Being able to make the scale only effect Z and Y would be very benificial in some cases.

 An edit on merge points- It seems when you merge points it pulls toward one side ore the other, The operation is in the menu bar, so why not give it some pop-up settings before the operation is performed. You could choose 'Meet at left', 'Meet at right', or 'Meet in Middle'

Subdivide vertically or horizontally- Sometimes I simply want to have more vertical points on a mesh, or horizontal. The current operation forces both.

Cut faces by selecting points- Whenever you cut an extra edge into the face, ALWAYS influences the back of the mesh. This can become a real hassle. My idea is that FRONT and BACK actually influence the cut faces operation.   

Once again, great suggestions from previous posters, and the main point of this thread is not to express my ideas; it is to allow everyone else to form their own. This will save a little space in the forums for the actual errors and allow anim8or to become a better program in the long run. (It also save the critique of making your own topic).

71
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: August 23, 2008, 01:44:42 am »
He might not be for sure himself :P. Oh, and to Almost Cool. The point of a primitive is to allow greater mesh control at a much faster pace. You could make a sphere out of a square, but it saves time to have a sphere primitive. Making a tube is a really simple task, it is just that it would be faster with a primitive.

72
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: August 22, 2008, 09:22:41 am »
That is why I was a little bit jumpy about nif files. Nif is the Gamebryo filetype, it is used to insert custom meshes into many popular games (PC only) like TES IV Oblivion.

73
Finished Works and Works in Progress / Re: anim8or game team effort
« on: August 21, 2008, 10:21:09 pm »
There are 2 other parts to a mesh, all are controlled by points, so no.

74
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: August 21, 2008, 10:03:54 pm »
Well said  :D. Possible a custom mode that lets you choose individual features.

75
Anim8or v0.98 Discussion Forum / A list of ideas for anim8or
« on: August 21, 2008, 08:29:51 pm »
 Being the genius he is, Steve single-handedly  (as far as I know) put together a great modeling program that is still in its infancy stages. There is still a long way to go, but I am confident that it will become great program.

 Now, these ideas may not be necessary to the program, but it could still prove useful in many situation.

1. Interface customization. It is an unnecessary thing, but I would enjoy being able to completely revamp the interface. Customizable Icons, Color Schemes, Menu Placements, etc. (Also a revamp on the icon coloring for some very aesthetic icons).

2.  Anim8or+Terranim8or. Pretty self explanatory, just everything in terranim8or put into anim8or. It would solve many errors in Terranim8or, along with improving anim8or itself.

3. UV mapping. Of course, you could always dump it into UV mapper and do it from there, but it has complications in and of itself. It would also make anim8or a little more of an all-in-one program.

4. Some mesh editing brushes, after trying out a little bit of Z-brush, I noticed the sheer genius in its making. Anim8or could benefit my so much more with this. Of course, it could not just be a replica of it, but it could have completely different tools. This would go well with (idea #2) when forming valleys, caves, etc.

5. A larger filetype support. I have to admit, Steve did a much better job than Autodesk with exporters. It would also be great if he included a vast number of different filetypes. Things like .nif, .raw, .cad.

6. I guess I could have included this in number five, but along with .nif (Gamebryo Files) niftools would also be beneficial in the next full release. This would only be useful to a very small minority and is probably not worth the overall effort, but it would still be cool.

7. Ability to merge a plug-in into the anim8or source code. It would save the trouble of that debug output, and it would save some desktop space (If that is your directory).

8. Free form select. Most other 3d programs have a freeform select, I suppose anim8or needs one too.

9. A few more primitives. Things like tube, plane, and stairs. Scripts can add these, so with #7 this idea is useless.

10. A cloth mesh, particle effect, and a liquid. Another feature in other programs that would be cool in anim8or.


Lastly, allow snap to angle to work with scale faces, rotate faces (a must), and many other features it previously would not work on.

Feel free to critique my ideas, along with post your own.

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