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Messages - cooldude234

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136
Ongoing Anim8or Development / Re: GLSL Shaders
« on: November 28, 2014, 10:58:25 pm »
Doh! Of course. I should have thought of that! I'll add it to the next build.
Lol, it's always the simplest things that go over our little programing heads, isn't it?

137
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 28, 2014, 10:56:40 pm »
I am LOVING the ability to be able to select and move with the same tool, however I think it should have a new icon (one with cursor and move symbol combined).
Say Steve are you planning on adding a variable for the thickness of a line; you know one that the user can have control over. In other words have line thickness as a text box and you put a number in for its thickness (1 would default to 1 pixel width).
I will have to play around with it some more to be of anymore help :P but I'm too tired right now ;)

138
Finished Works and Works in Progress / Re: Mission: Backup Earth!
« on: November 21, 2014, 08:39:37 pm »
Those that like Silent Running (1972)(imdb) might also like Moon (2009)(imdb)(youtube.com/watch?v=twuScTcDP_Q[/youtube]]Trailer).
Moon was freakn awesome... now I must go check out silent running :P (I've heard of it but never bothered to look it up :l )

139
General Anim8or Forum / Re: Where can I start?
« on: November 15, 2014, 12:43:54 am »
A tip: Think big.  Bite off more than you can chew, and chew like crazy!
UNLESS ITS A COMMERCIAL PROJECT!
     Then do the opposite, the very exact opposite!

140
General Anim8or Forum / Re: Mouth Making/Morphing
« on: November 15, 2014, 12:40:23 am »
I have one thing to say
If you like to waltz with tomatoes, up and down the produce isle....
Then do we have a 3D modeling site for you ;)

141
Finished Works and Works in Progress / Re: Maxwell
« on: November 07, 2014, 12:35:29 am »
Dang I really like that halloween one (I think the textures really make it 'pop') and that one with the pearl looks freakin awesome too! That is definatly some progress worth showing there classy tyler :P

142
General Anim8or Forum / Re: Anim8or Terms of Use
« on: November 07, 2014, 12:32:53 am »
Shout back at ya, and you were included cooldude234, in the encompassing reference above.

:P

143
General Anim8or Forum / Re: Anim8or Terms of Use
« on: November 06, 2014, 04:48:14 am »
Shout out to kreator and ENSONIQ and all the fine artists here on this forum!!!
Ah damn I guess I don't get a shout out ;P

144
Finished Works and Works in Progress / Re: My New Graphics Card
« on: November 06, 2014, 04:43:51 am »
Ah the good old days when Graphics card venders stuck pictures on their products. :P

145
Finished Works and Works in Progress / Re: My New Graphics Card
« on: October 26, 2014, 10:57:17 pm »
It's an GTX 760 OC edition with a twin frozr cooling system by msi.

Though I'm thinking of upgrading to a 960/970 and selling this one to a friend.
If I go insane enough I might even try and SLI config this time around.

146
Microsoft wants OpenGL to die and for everyone to switch to Direct3D so they haven't updated their OpenGL code in more that 15 years.

Ewww, direct3d!
I do know Mesa3D has a software version of opengl that supports 2.0 (possibly 3.0 now). But I don't know if you have to link to it during compile or you can just replace opengl's run-time library (.dll) by copying the mesa3D opengl32 to the same folder as the exe just like with the windows version.

EDIT: there are also a few other alternatives to software rendering with opengl just so you know

147
Finished Works and Works in Progress / Re: My New Graphics Card
« on: October 25, 2014, 10:24:29 pm »
That looks great!  Do video cards really have that big sort of heat sink on them? And what about that blue area... Am not quite sure I should be tearing into my PCs to see for myself...
Mines bigger ;)

(My current graphics card below)

148
98!?!?!?
Darn, and I was told I was living in the past with a laptop running xp still :P

149
Well that's not what I meant. I meant that is was confusing to have an alpha setting in the diffuse options, and then have even more alpha settings in the trans map options (which is essentially an alpha map).
So you have an Alpha channel for your diffuse, but then you have your alpha for your transparency.
It the having of options that are essentially the same by definition by different by result/technique that I think is the confusing part.
And I was just wondering if there was a way of redoing the GUI for your texture options and your different types of textures to fix this.

I'd also like to note at this point that I think anim8or could benefit with having a less limited material editor. I like the use of layered effects and properties like in that of Carrara.

This way you could choose what you want, and what you want to be a priority in the texturing process (you can have multiple textures on the same material).

150
General Anim8or Forum / Re: anim8or compatability with TheSims4?
« on: October 25, 2014, 10:05:21 pm »
Well usually as games go, assets usually have their own format created for that particular game or game engine. And those assets formats are usually compressed data containing models, textures and even sometimes more stuff like their associated animations (and even more complex stuff such as scripts!).
In order to create something for The Sims 4 you would have to figure that stuff out. You would have to figure out not only how to make the assets, but how to convert them to something that the game can read.
Rarely now a days you find a game that runs with ready to edit formats like png, jpeg, .obj, etc; although I have seen a couple independent games not too long ago doing just that.

So I don't think any of us here are going to be much help. However we can defiantly give you tips on how to make the assets themselves (like modeling, animation etc.).
However you take this information I wish you good luck in modding. It's something I never had very much patients for myself, as I just rather program my own engine (like I am doing right now ;) ).

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