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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 - Claude

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General Anim8or Forum / Re: Newby To Scenes Needing Assistance
« on: February 23, 2024, 06:26:31 pm »
In scene mode, select the menu Scene/Properties to open the Scene editor. Then select Environment and deselect Ground grid.

Hi selden
Sorry if I'm meddling, but I was wondering if you
have considered modifying the obj export script ?

Finished Works and Works in Progress / Re: "Trek universe" spaceships
« on: October 26, 2021, 03:24:36 pm »
I watched the original series in the sixties.
Never thought at the time that it would still
be around some 55 years later.
Bf109, is it a reference to the plane ?

Finished Works and Works in Progress / Re: Question about rendering
« on: August 29, 2021, 08:22:24 pm »
Scanline and ray tracer renderer CPU-based.

Opengl and workspace renderer GPU-based.
Both use Opengl, one of the graphic card API.
Remember the shaders you selected a while ago?
They are programs running on the GPU calculating
the frame buffer pixels displayed on your screen.

General Anim8or Forum / Re: Yet Another "Possibly" Stupid Question
« on: August 12, 2021, 07:58:26 pm »
Ambient is what you see when there's no specific light present (point, spot or infinite).If you're in a closed cavern without light inside, ambient is zero. If you're
in a field covered with snow  ,surrounded by a forest, with
a cloudy sky and no moon, even if there's no light, you still see something. Then, you would use the same texture as for diffuse , but with a low ambient factor.
You would see only the ambient texture with no contribution by the diffuse texture.

General Anim8or Forum / Re: Yet Another "Possibly" Stupid Question
« on: August 12, 2021, 07:23:46 pm »
3. "Normal Map" A normal is a unity vector perpendicular to a surface. It gives the orientation of the surface  at a point and is used to calculate lighting at that point. The rgb value of each pixel of a Normal Map gives a normal value  for this pixel.
vec3 rgb_normal = normal * 0.5 + 0.5; // transforms from [-1,1] to [0,1]  Reverse the formula to get the normal from rgb.
Similar to Bump Map.
Examples here:,5341.0.html

Menu: View/Viewport preferences Shading
Select Use shader. GLSL if you can.
If not ,ARB. If none ,you're out of luck.

General Anim8or Forum / Re: About an8. format.
« on: July 25, 2021, 06:56:15 pm »
Old Codger
If you click on the link, you'll see that I was simply quoting
I know it was written  as an export script example.
The quote made me think it could be useful.
If there's ever a problem with the export function, you
could use the script  and possibly change it.

General Anim8or Forum / Re: About an8. format.
« on: June 23, 2021, 12:05:16 pm »
...or try the obj export plugin. As mentioned:
"This plug-in exports an Object to the .obj format. It behaves very much like the one built in to Anim8or except that it also creates a .mtl file."

Don't know if the import function support material though.
You need to experiment.

Finished Works and Works in Progress / Re: it works!!
« on: April 07, 2021, 02:01:33 pm »
Are you writing a Blender export plugin ?

General Anim8or Forum / Re: animating phoneme morph targets
« on: April 05, 2021, 03:16:04 pm »
Love it. Great work.
Suggestion: please limit the head rotation, so that
we don't lose sight of the lips and the eyes.


Typing it worked. Adding it to the post also. But after I corrected my post, it stopped working.

Steve, it seems you're the only one having access permission.

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