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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 - cooldude234

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31
General Anim8or Forum / Re: Old anim8or versions?
« on: February 25, 2016, 05:55:53 pm »
I was just going though the archived sites and found a "featured in lockergnome"
Did he really cover your program at one point?

32
Quote
...I've reached the 32 bit file size limit...
That could also be caused by the MS library I use to create .AVI files. I don't know it's limit.

your using Microsoft library for avis!?
oooooooh
ooooooooooooooooh
that hurt just thinking about it. :P

33
Ongoing Anim8or Development / Re: Normal Maps
« on: February 11, 2016, 07:06:32 pm »
All normal map functionality will be in final renders, including the crease change (if it works as I think it will :) )
the question was if it was going to be in the work-space rendering (opengl), but I think what you said means that the pictures  you are showing are rendering through opengl then?

34
Ongoing Anim8or Development / Re: Normal Maps
« on: February 10, 2016, 11:03:26 pm »
I don't see why it wouldn't or shouldn't, I mean if you are already running opengl 2.0 (with glsl) then why not... right?

35
Thanks Steve -- Art Ray Crash

I was hoping I wasn't going crazy and/or wasting your time.

lol, nobody goes crazy on these forums. They just go Cr8zzy! :D

36
General Anim8or Forum / Re: Siplified shadow workaround for complex objects
« on: February 03, 2016, 03:32:59 am »
I was looking at sculptress earlier and I assumed it was part of Zbrush... Thanks.
Its by the same people. It's just a simpler 'dumb'd down' version of zbrush that they made free.

37
Ongoing Anim8or Development / Re: Normal Maps
« on: February 02, 2016, 03:32:53 am »
That might also help with the original creases in your previous example with that shiny, nasty-looking dog :).
Don't judge it! It's been through a lot. It got stuck in an oil spill and we had to wash it with brand name soap!
:P


(jk I think its good that dawn helps when those horrible things happen)

38
Yea I guess. I usually find once I have the algorithm in pseudo code implementing it across several languages is easy (if you know what you are doing in those languages). But I never really have looked to far into opeCL and cuda so I can't really say much for its ease of use.

P.S I've never before seen someone use !/$ to describe a cache :P is that an thing they do in the industry?

39
are you ever planning on using openCL to utilize cuda and other such techs?

40
Ongoing Anim8or Development / Re: Normal Maps
« on: January 27, 2016, 03:29:27 am »
NICE

41
Finished Works and Works in Progress / Re: Anim8or in AGS game
« on: January 26, 2016, 03:19:07 am »
Afrotest4 XD
It was very interesting for sure (and very quiet)
Are you planning on making more for it?

42
or you could just use many smaller quads with varring cloud textures and have them face the camera at all times. That would be good if you were to fly around the clouds because then they would be more volumetric.

43
This is actually called a skydome (contrasting to a sky box which of course is a box).
It has been used in realtime applications as well but less common due to the fact that it takes up more polygons to render than the 6 sided skybox. However skydomes are easier to rotate and move the texture it uses, which is where it's advantages come in (Anim8or however doesn't allow you to animate textures, either by moving, scaling or changing).

44
Thanks Johnar,  and Captain! glad you liked it.....  Cooldude, I'm working on it! believe me, my next bit I hope are all real voices..  There are a couple people I work with who I think fit the bill :D
Well the best thing to get voice actors is actual credentials; having this short will show to people that you can actual do the walk and not just the talk :D

45
Thoroughly enjoyed it! I just wish you had actual voice actors :P microsoft sam didn't even sound good in the 90's XD

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