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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"

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Messages - CowTail

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46
Finished Works and Works in Progress / Re: Makmat 160mm (Mobile Artillery)
« on: September 25, 2008, 10:24:39 am »
Looks pretty accurate so far, I like you progress :)

Some of the smaller details aren't dead-on (like the rivet heads between the treads, the original has two circular indentions and a long thin bump on the top), but that's getting anal ;)

The texturing is alright, can't complain too much there except that the only real way to make it look better would be to customize it a bit and add dirt and wear and tear, like in the original. You should also add another sand-colored light source facing from the ground to give it some backlight and make the render a little more realistic. Generally you should have two or more lights in a lighting setup if you want to go for more than a basic render.

Keep it up!

47
General Anim8or Forum / Re: AmbientOccluder
« on: September 25, 2008, 08:56:19 am »
First obvious question...do you have anything in the scene? :P

But anyway, the AmbientOccluder attribute needs an Int value of 1. So tick "Int" and type in "1" in the blank field in the Attribute dialog.

Double check that you have the ART renderer turned on again, and you can change the samples by going to Render->AA setup (when ART is enabled).

Another thing...have you checked to see if it can render regular scenes as well?

48
General Anim8or Forum / Re: Broken/Corrupted File
« on: September 25, 2008, 03:15:39 am »
Fixed, but you've probably got a lot missing. I recommend not subdividing your mesh permanently like that next time and model more efficiently...you could have gotten the same result with 1/10th the number of polygons or less. The more polygons, edges, and vertices in your model, the higher the likelihood of corruption when saving (especially on older computers and operating systems), though usually it shouldn't happen.

49
General Anim8or Forum / Re: Bump mapping nightmare (56k Warning)
« on: September 24, 2008, 11:58:20 pm »
Looks fine to me. What you're seeing is the lighting effect and there's nothing wrong with it. Apparently you didn't change the lighting angle enough while you were trying to figure it out. The "circles" are just the portions of shadow that you see as a result of the uneven lines in that bump map. If they were straight lines and without that blurred looking border then it wouldn't look so weird.

To see what I mean, just apply the texture to all the faces of a cube and arc rotate around in object mode (if you have shaders enabled then you can see the effects without rendering), and do render previews.

50
ASL Scripts / Re: EXPERIMENTAL Mirroring Script
« on: September 24, 2008, 07:04:43 pm »
Err, have you really even tried this script out? It doesn't mirror exactly across the Y-axis from the original mesh, the normals are flipped, and on line 48:
Code: [Select]
NewS.CloseFace();

Needs to be:
Code: [Select]
$NewS.CloseFace();

Or else there'll be errors.

Well, that's for me anyway, with 0.97d. I do hope you get this working well enough! Perhaps turn it into a button in the toolbar where you select the mesh instead, then press the button to activate the mirroring on that mesh? Also, support for subdivision meshes would be outstanding (and as I mentioned before, group the mirrored portion so that it's locked and can't be manipulated by the user)

51
General Anim8or Forum / Re: modeling question
« on: September 23, 2008, 06:22:51 pm »
If you don't want to add more subdivisions, then all you can do is set the Smooth Angle to 180. Do this by making sure the cube is converted to mesh (Build->Convert To Mesh) and then double click the mesh to popup the dialog.

What Smooth Angle does is if the edges have an angle less than what the Smooth Angle is set to, then it'll set smoothing via normals for that edge. Naturally a cube has 90 degree angles, so the default Smoothing Angle of 45 would not apply to it. 180 is the max and it'll apply to everything. I recommend also moving the vertices of the cubes around to make it less brick-like and applying seamless textures that don't crease at the edges, but really if you want it to look better then you have to add more divisions and move vertices around. Cubes are cubes afterall. If you don't mind adding a few divisions, you can easily smooth the edges by selecting the edges and using the bevel tool to round them off.

52
Anim8or v0.98 Discussion Forum / Re: Ambient Occluder Example
« on: September 23, 2008, 02:55:20 pm »
A general "Pick from the list of attributes" button replacing the "User Attributes Editor" dialog (and even a brief description of each item in the list) would be great instead/as well. This list would be dynamic based on if it's a material/object/figure/sequence/scene, showing only the items pertaining to those said editors. Maybe even make it accessible to ASL so that users can add script-required attributes to the list to make it easier for the end user.

Something like....


 -------------------------------                   -------------------------------        ------------------------
|      List of predefined       |                 |          User Picked          |      |      Description       |
|           Attributes          |     [ --> ]     |           Attributes          |      |      Of Selected       |
|                               |                 |                               |      |       Attribute        |
|                               |     [ NEW ]     |                               |      |                        |
|                               |                 |                               |      |                        |
|                               |     [ EDIT ]    |                               |      |                        |
|                               |                 |                               |      |                        |
|                               |    [ DELETE ]   |                               |      |                        |
|                               |                 |                               |      |                        |
 -------------------------------                   -------------------------------        ------------------------


The --> Button transfers in-house attributes (pops up the dialog to define the float/int/strings/etc first) from the list. "NEW" of course allows the user to define a custom one, "DELETE" deletes from the selected User Picked Attributes, and "EDIT" edits the selected User Picked Attributes.

Also, in order to rename an attribute we have to delete and then make a new one, it'd be nice to be able to rename it without having to do that...

And better yet, just make it a global attributes editor so that you can edit any attribute from any editor. Just color-code the listing and add filter checkboxes to the top of the dialog to filter All/Material/Object/Figure/Sequence/Scene/Whatever from the list.

53
General Anim8or Forum / Re: Texture help
« on: September 23, 2008, 07:02:10 am »
Fixed. Some parts of your mesh couldn't be restored, however, so you should look over it.

54
Anim8or v0.98 Discussion Forum / Re: AmbientOccluder
« on: September 21, 2008, 10:28:47 pm »
I think for some reason you have to add a light, then the scene tones down...

55
Anim8or v0.98 Discussion Forum / Re: Ambient Occluder Example
« on: September 21, 2008, 06:12:13 pm »
Awesome :) Makes for pretty WIP renders in a flash instead of trying to mimmick global lighting.

A few things I think needs mentioning about your preview page before people get confused:

1. It says the attribute needs to be "AmbientOcclusion" on the page, whereas it has to be "AmbientOccluder"
2. "Download v0.97c Preview Executable" is still the label for the download portion.

Great job, faster smaller updates like these make things much more exciting!

56
General Anim8or Forum / Re: anim8or model to roblox
« on: September 21, 2008, 04:39:36 pm »
http://web.t-online.hu/karpo/

Seems to be a new converter that might convert to the proper format. Seriously though, don't resurrect dead topics...

57
Anim8or v0.98 Discussion Forum / Re: What the-?!
« on: September 20, 2008, 08:07:50 am »
Update your drivers.

58
Now you're just being picky. Something like the splash screen serves not just to show off some sort of graphic, it's crediting Steve for his work. It's the least he can ask of you.

59
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 11, 2008, 06:56:56 pm »
The Wavefront OBJ format was and still is a popular format for static meshes with limited shader information. There's virtually no polygon limit and there's no triangulation, and the UVs are preserved. Coupled with material .mtl files, it's pretty powerful for swapping between programs.

HOWEVER, the .obj format is low-level compared to .dae or .fbx. If you haven't heard of those format yet then you're behind the times and you need to start looking it up. http://www.khronos.org/collada/ and http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=8224901

What these files contain is almost everything: Geometry, Shaders and File Dependencies, animation data, etc.

You'd be able to export animations or scenes in Anim8or and import it into other 3d packages or game engines that support the format, and more than likely for the software that doesn't support it, there'd be a way to convert it (versus our current option for Anim8or which is almost non-existent).

Quote from wikipedia (regarding Collada, the same nearly applies to FBX):
Quote
COLLADA was intended originally as an intermediate format for transporting data from one digital content creation (DCC) tool to another. Applications exist to support that usage for several DCCs, including Maya (using ColladaMaya); 3ds Max (using ColladaMax); LightWave 3D (version 9.5); Maxon|Cinema 4D R11; Softimage|XSI; Side Effect's Houdini; MeshLab; SketchUp, Blender and modo. COLLADA .dae files can be used in Adobe Photoshop software since version CS3. Game engines, such as Unreal engine, have also adopted this format.

And it goes without saying that importing the format is a large bonus as well.

60
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 11, 2008, 06:31:15 pm »
Steve, I think a great investment of your an8 dev time would be to support the COLLADA (.dae) or Filmbox (.fbx) format. Just pick one and focus on it as the primary export format and update it regularly with each release, and you'll be opening a lot more avenues for Anim8or to be used with! These formats are specifically for interchanging between 3d applications, and they're also being more widely used in game engines, so it's like knocking out several birds with one stone.

But aside from that, I think an upgrade in the modeling tools to make it more intuitive would be great, it's fallen behind compared to the other programs out there. 3D widgets, a "tweak" tool similar to that in softimage XSI or wings3D (with soft selection), real-time mirroring, etc.

And IMO, the skeletal animation system needs a complete overhaul.

Thanks for your time and effort!

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