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Messages - Kubajzz

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151
ASL Scripts / Re: ASL Editor [version 2.0 is out!]
« on: July 04, 2009, 07:58:06 am »
There are two simple reasons why I haven't released the source code (yet).

First, ASL Editor is - apart of my hobby - also a semester project for my programming lessons. If my teacher found the entire source code available on the internet, he might find it hard to believe that I am the author of this program. Therefore I cannot release the source code until September.

The second reason is because the whole code is kind of half-finished and messy... I'm working on several new features now and I'm also going to rewrite some old ones from scratch. If anybody - including my teacher - tried to read the code now, he would probably hate me (I hate myself too sometimes...).

So, to answer your question, I am planning to release the entire source code, although not before September/October 2009.

152
ASL Scripts / Re: Copying...
« on: July 03, 2009, 05:51:55 am »
I think it's absolutely alright to modify someone else's script for your personal use.

If you wish to publish a modified version of someone's script, it would be polite to ask the author first... However I believe most of people wouldn't mind if you posted an edited version of their script without asking, as long as you lave credits to the original author.

153
General Anim8or Forum / Re: Merge points
« on: June 23, 2009, 04:32:47 pm »
Yes, there is a solution. Double-click the subdivision shape, set "working" divisions to 0 and then you can convert the shape to mesh without increasing the poly count.

154
General Anim8or Forum / Re: Reference Imaging
« on: June 23, 2009, 06:44:15 am »
Tanzim posted a very nice tutorial on reference images about a week ago: http://www.anim8or.com/smf/index.php?topic=2371.0

Hihosilver is absolutely right, it really doesn't hurt that much to make a little research yourself...

155
General Anim8or Forum / Re: rigging and skinning
« on: June 23, 2009, 06:32:30 am »
Rigging and skinning is very nicely exmplained in the manual: http://www.anim8or.com/manual/5_figure_editor.html#skinning

I think I've seen a good tutorial somewhere, but I can't find it now...

156
ASL Scripts / Re: ASL tutorials?
« on: June 22, 2009, 08:50:36 am »
I think it's a good idea to start with controller scripts. See Leslie's page for a good tutorials and simple examples:
http://www.biederman.net/leslie/tutorials/ASL%20Scripting/ASL_scripting.htm

As for general plugins, the best you can do is to download some simple scripts written by other users and try to understand them. And don't forget to read the ASL specification:
http://www.anim8or.com/scripts/spec/Anim8or_Scripting_Language.html

See this topic for a good explanation of the Plane Primitive plugin:
http://www.anim8or.com/smf/index.php?topic=206.0

To be honest, I started writing a complete ASL tutorial for beginners a while ago. It's almost done, but uh... you know how hard it can be to actually finish something ::) I promise I will try a little bit harder...

157
ASL Scripts / Re: Scroll texture.. ??
« on: June 20, 2009, 05:05:58 am »
Unfortunately it's not possible to animate textures using scripts directly. The SetTexCoord() function is used in mesh-creation scripts and it cannot be used in a controller script.

I don't know what's the best way to create an animated texture, I would probably use a script to duplicate an object many times and change the texture coordinates and then I would use controller scripts to change the visibility of the objects to make it look like an animated texture...

158
Anim8or crashed on my computer as well and I got the following error message:

"unknown software exception (0xc00000fd) in aplication at 0x004efbe3"

160
ASL Scripts / Re: ASL Editor [version 2.0 is out!]
« on: May 04, 2009, 02:59:50 am »
Quote from: 3Dgeek11
A little question, why does it need .NET Framework 3.5? Or .NET Framework at all?

Huh.. That's a difficult question :)

There are at least 2 good reasons why I'm developing this application using .NET. First, the C# language is closely related to the .NET platform and as far as I know it's not possible to write a C# application that does not need .NET (and if you want to ask why I'm using C#, it's because I don't know any other programming language ;D).

The second reason is quite simple: the .NET platform makes some things extremely easy (from developer's point of view).

I tried to make the application compatible with earlier versions of .NET, but (un)fortunately .NET 3.5 introduced several amazing features I can't live without...

I know this is quite a big problem problem because not everybody has .NET 3.5 installed, but you can download it for free from microsoft.com (as far as I know it' about 250 MB ::)).

161
ASL Scripts / Re: ASL Editor [version 2.0 is out!]
« on: May 03, 2009, 05:24:40 pm »
Quote from: lizeal93
(one side point. i apologize in advance since this doesn't really have to do with anim8or but i was wondering since i'm learning C# and i was trying to figure out how to program your intellisense feature. so if you caould give some direction i would ge much obliged.)

thanks in advance

Sure, here's a (very) short summary of what I've done:

I created a new windows form that would represent the Auto-Complete list (and the only control inside this window is the list itself).

Then I had to track the "OnKeyPress" and "OnKeyDown" events of the text box to show/hide the auto-complete window and I also had to check for mouse events in the auto-complete box itself... There was a lot of other things I had to do, for example to search the code for variable declarations to maintain a list of all variables, to close the auto-complete window when the textbox loses focus, to fill the list with appropriate content... The piece of code is about 600 lines long.

If you want a more detailed explanation, send me a pm or an e-mail, I don't mind sharing a part of my secrets ;)

ps. Right now I'm working on a "Syntax checker" - this function will try to parse your script and check it for errors so you don't have to save the file, start Anim8or and load the script to find out that there's a semicolon missing...

162
ASL Scripts / Re: ASL Editor [version 2.0 is out!]
« on: May 03, 2009, 12:06:57 pm »
Thanks Raxx!

I re-uploaded the file, there is now Spanish translation included in the release (thanks a lot to dajean!)

163
I don't think it's a bug... I tried out your script and I think it does exactly what it should do.

Here is a little comparison of the values Anim8or generates and real values it should use (assuming the frame rate is 30 fps):
  • frame 0: value 180; should be 180
  • frame 1: value 180; should be 179,999878...
  • frame 2: value 180; should be 179,999512...
  • frame 3: value 180; should be 179,998903...
  • frame 4: value 180; should be 179,998050...
  • frame 5: value 180; should be 179,996953...
  • frame 6: value 179,99; should be 179,995613...
  • ...

As you surely know, there is a little rounding error that cannot be avoided because computers simply cannot handle exact floating point values. Anim8or seems to round the values in the window so there are always only 5 digits, but I think that's only because the input window is so small and the actual value Anim8or works with is much more precise.
Well, 2 decimal places are usually more then enough anyway...

164
ASL Scripts / Re: ASL Editor
« on: May 01, 2009, 11:26:42 am »
Version 2.0 is out! ASL Editor is becoming more than a simple text editor. See the first post in this topic to download the program.

The most important feature in this version is full Auto-Complete function. The XML file that was used to recognize keywords now contains a complete ASL specification (even "more complete" that the official online specification, which is a little outdated...).

There are also several bugs fixed and a bunch of new minor features... Be sure to check it out and don't forget to read the ReadMe file to get the most out of the program!

165
I recently spent some time trying to find out how quaternions work and although I don't understand the whole theory, I found several important and easy-to-understand facts (somebody correct me if I'm wrong):

  • A quaternion contains information about the rotation axis (represented by the first 3 vector components in Anim8or) and the angle of rotation (the last number).
  • Every possible orientation of an object can be achieved by doing one rotation around a specific axis - that's why the information stored in a quaternion (an axis and an angle) is enough to describe every possible position.
  • Because a quaternion can be used to describe every possible position, it can also be used to represent any kind of rotation - you can animate the angle of rotation, the axis or both.
  • One important thing is: if you want a quaternion to work correctly, it's values must be normalized: (x * x) + (y * y) + (z * z) + (w * w) = 1

You can get a quaternion from axis and angle using the following formula:

qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)

- "qx", "qy", "qz" and "qw" are components of the quaternion
- (ax, ay, az) is a normalized axis vector
- "angle" is (surprisingly) angle.

If the axis vector is normalized, it's not that difficult to find out that the whole quaternion will be normalized as well.

Let's look at the script ENSONIQ5 posted to see how the theory works:
Code: [Select]
float $speed;
$speed=-.5;
$orientation = (sin($speed*time),0,0,cos($speed*time));

- in this case "$speed*time" is the angle of rotation and the axis is (1, 0, 0) (note that it is a normalized vector). Therefore this script will make your object rotate around the "x" axis. Simple, isn't it?  ;)


Quote from: dtrbc
Is, perhaps, my problem that quaternion only expresses rotation, and not an orientation position--if I enter any value for any quaternion, it does not create a static orientation, but a rotation-inducing variable? If that's the case, how would I create a static position (such as the -1 degree in my script above)?

Like I said before, it is possible to represent any arbitrary rotation and orientation using a quaternion... However the fact that it is possible does not mean it is always easy. If I understand it right, you first need to tilt your object a little bit and then let it rotate around one if it's "original" axes. If you wanted to describe this kind of rotation using a single quaternion, I think you would have to animate both the angle and the axis and that might be really difficult.

The easiest solution is to add one more "dummy" element to your scene:
  • Click "Build>Add Target" to add new invisible element and make this element parent of your animated object
  • Whenever you want to move your planet (or whatever it is), move the target instead
  • Tilt the target a little bit (I guess -1 degree around the X axis in your case)
  • Now you can make your planet rotate using a simple quaternion formula like the one Ensoniq5 posted

I hope this helped a little bit :) Good luck!

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