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Messages - Claude

Pages: 1 ... 14 15 [16] 17 18 19
226
Anim8or v0.98 Discussion Forum / Re: Spin Edge Request
« on: February 10, 2009, 03:46:27 pm »
Welcome

227
General Anim8or Forum / Re: .x import
« on: February 09, 2009, 10:01:37 am »
Writing an import script is impossible at the moment.
It's not supported by ASL.

228
Anim8or v0.98 Discussion Forum / Re: Spin Edge Request
« on: February 08, 2009, 11:49:09 pm »
Nothing I can do about the keyboard shortcut,but
a script is possible.
Ready to give it a road test ?

229
General Anim8or Forum / Re: How to load in C++?
« on: January 10, 2009, 06:25:55 pm »
Anim8orExport.h is available on the resource page of the
site.

Your compiler is giving you a syntax error.Could you
post the line of code giving the error msg.

Using LibAn8 seems to be a lot better option than
the C export.


230
General Anim8or Forum / Re: How to load in C++?
« on: January 09, 2009, 07:25:22 pm »
On Texel's site,you will find GLAn8Viewer,an example
showing how to use liban8 to render at least a static model
using Opengl.
http://texel3d.free.fr/projets/liban8/index.html

For the second part of your question,showing the relevant source code would help to get comments.


231
General Anim8or Forum / Re: making 15agon
« on: December 08, 2008, 03:14:07 pm »
The bottom part is made of 2 layers.
A good way to see it would be to select the
4 points inside the polygone(fig 2) and move them
into the screen.Then rotate the mesh to see how it's rendered.

232
General Anim8or Forum / Re: making 15agon
« on: December 08, 2008, 11:34:09 am »
But the upper part is concave with one face, right?
The videocard driver tesselate your polygone into triangles
and your videocard renders it as a convex polygone
resulting in a folded polygone.The bottom part is doubled.

233
The ASL script is just to export your model.
The loader could be written in C++.
That's what I did.
It's a lot faster to write than a loader for the
Anim8or file.

234
Salut

Anim8or gives you the option of doing that thru ASL.
The tridata stucture lets you access data in a way
compatible with vertex array and VBO.

You have to create an export script to your own 3D file format
(compatible with  vertex array and VBO) and obviously a loader
in your 3D engine.

The animation data and support for binary file are still missing,
but they are on the todo list.

I've tried it.It worked.The 3D file format was similar to OBJ,but adapted to Anim8or.

Not exactly what you asked for,but close enough,I think.
Unless,you already knew.
Hope this helps.

Bonne journée.
Claude

235
General Anim8or Forum / Re: Anim8or's source language
« on: November 26, 2008, 12:07:15 am »
As far as I know,here's how it is:
Anim8or is written in C++.I would guess around 500,000 lines of code.
The win32 API is used for the msg boxes and the menu at the top of the
window.The OpenGl API is used for rendering the viewport(working
view) and the buttons on the left and top.

236
ASL Scripts / Re: Magnet Tool
« on: November 09, 2008, 07:33:20 pm »
Have you consider the possibility of using the tridata structure
instead of the meshdata structure.If it's possible,you wouldn't
have to ask the user to triangulate himself.True?

Just a suggestion.

237
ASL Scripts / Re: Magnet Tool
« on: November 09, 2008, 04:16:30 pm »
It's possible.You have to trick ASL into giving you the 16 elements of the matrix.Then,you calculate the inverse matrix
and apply it to the point coordinates.
Here's an example:
http://www.anim8or.com/smf/index.php?action=dlattach;topic=1309.0;attach=1725

238
ASL Scripts / Re: Magnet Tool
« on: November 08, 2008, 10:49:39 pm »
The pivot point location and orientation aren't  accessible.

Could you describe what you want to do exactly,maybe
you don't really need the pivot point.
As an example,if you want to calculate the true coordinates
of the points,you don't need it.

240
ASL Scripts / Re: Script request: heal tool.
« on: October 16, 2008, 11:02:23 am »
Animation data isn't accessible at the moment thru
ASL,so that type of script is impossible for now.

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