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Messages - Kubajzz

Pages: 1 2 3 [4] 5 6 ... 34
46
Anim8or v0.98 Discussion Forum / Re: v0.97d Preview Ready
« on: March 06, 2010, 12:31:13 pm »
I agree with most of your requests, those are the small things that would make our lives so much easier... However, some of your wishes are definitely not going to be fulfilled.

#3:
There are at least 2 very good reasons why this is a nonsense.
First, it's never a good idea to change the file format unless absolutely necessary. Every such change brings problems with backwards compatibility... Why do you think so many people hate Microsoft? (hint: .doc vs .docx)
Second, why the hell does the .an8 file need to be user friendly? In fact the .an8 format is very user friendly compared to most other file formats, but it's primary purpose is to store data for Anim8or, not for the user. Anim8or (just like any other 3D program) uses quaternions internally because they are very easy to use from programmer's point of view (compared to human-readable angles). That's why quaternions are stored in the .an8 file...

#9:
I am not entirely sure what you mean, but most of tools/buttons in Anim8or have an equivalent keyboard shortcut defined. This might be what you are looking for: http://www.anim8or.com/manual/a_shortcuts.html

#12 - #14:
I think something must be wrong with your workflow process.
When you change an uv-mapped and textured mesh, you have to redo the texture as well.
When you have a skinned figure and you change the original mesh, you have to redo the skinning.
Now ask yourself - why should morph targets be different? Just make sure you finish the basic mesh and then start working on your morph targets...

#29:
I don't agree with this one. In many cases I want to edit a keyframe in graph editor without switching the currently displayed frame.

#31:
This is very complicated... Even if it was possible to launch an external program from an ASL script, it wouldn't help much. What do you think would happen once the external program is launched? If the program edited the currently opened Anim8or project, there is no way to make the changes appear in Anim8or. You would have to save the changes in the program and then restart Anim8or and this really doesn't speed up the process...

#32:
Check the RPYToQuaternion() function, I believe it does exactly what you need. Also there is also a formula that allows you to convert a quaternion to axis and angle (and vice-versa): http://www.anim8or.com/smf/index.php?topic=2218.msg16310#msg16310

Like I said, I agree with most of your requests... I especially like #10, I never thought of that but you are right that it would help a lot. And #27 is quite high on my wishlist!

47
Anim8or Challenges / [ COMPLETE ] Challenge #14: Sports equipment
« on: February 27, 2010, 12:53:56 pm »
Challenge #14: Sports equipment


Another round is here after the very successful "Dragon" challenge and the goal is to create a model of any sports equipment.

It can be anything you want: a tennis rocket, a formula 1 car or a bobsleigh track... Just make sure you provide a nice still render before the deadline!


Deadline: March 14th

Remember the challenge rules and post your progress, c&c, and/or final renders in this topic.

Good luck to everybody!

48
Anim8or Challenges / Re: [ COMPLETE ]Challenge #13: D-D-D-DRAGON!
« on: February 25, 2010, 10:43:18 pm »
Awesome job by all who participated in this competition! I really enjoyed all the entries.

Congratulations to Mills for the victory!

Quote from: Indian8or
Next one quickly please.  Can I suggest one?  It is really a different concept.

Don't worry, the next one will start soon ;)

49
ASL Scripts / Re: ASL Editor [version 3.5 is out!]
« on: February 22, 2010, 11:16:30 pm »
Thanks :)

Maybe I should have waited with this release a little bit longer, because I just found one bug 5 minutes after I posted the message ;D I'll fix it and post a new version asap...

EDIT: it's done, I uploaded new version... If you downloaded ASL Editor within the last 30 minutes, please download it again... I apologize for that.

50
ASL Scripts / Re: ASL Editor [version 3.5 is out!]
« on: February 22, 2010, 11:06:01 pm »
It's been a while since I released the last version of ASL Editor... And now it's the time for the ultimate upgrade!

This new version is more stable, faster and easier to use than any of the previous versions. And more importantly, it contains a bunch of new great features!

Most important changes:
  • A complete, structured, well-organised ASL reference is included directly in ASL Editor! See details below
  • A simple graphic editor to create/edit plugin buttons
  • Automatic recognition of matching brackets
  • Major performance improvement of the text-highlighting function
  • Improved the Undo/Redo functions, Auto-Competing and Syntax Checker
  • Many bugs fixed

Download link

Feature requests, bug reports and questions are still welcome!



The most important new feature in this version is the ASL Explorer. I spent several weeks researching, testing and documenting every single element of the ASL language and here is the result: the most detailed ASL documentation ever written. Every single directive, constant, function, type and type member is described in detail, including code examples, useful tips and more.

There's no need to say more. Check out the following screenshot, download ASL Editor and try it yourself! Creating ASL plugins has never been easier! (do you still remember the times when you used to use Notepad?)


51
ASL Scripts / Re: Script Request: untriangulate faces
« on: February 18, 2010, 08:37:41 pm »
First, read the "Installing plug-ins" section on the Scripts page.

Once you install a script, re-start Anim8or. If the newly installed script is a "Command plug-in" (such as the Untriangulate Faces), there will be a new item in the "Scripts" menu. When you install a parametric-mesh plugin, a new button will appear in the left panel in Object mode and when you install an export plugin, a new option appears in the "Export" dialog box... That's it :)

52
General Anim8or Forum / Re: Old anim8or versions?
« on: February 13, 2010, 12:05:17 pm »
Cool! I'd love to see that...

The first version I have used was 0.81, but I don't have it any more... Anim8or has done a really huge step forward since then - there was no raytracer, no morph targets, no ASL, no skinning weights... And I was so excited when I made my first stick figure ;D

53
ASL Scripts / Re: bone´s turn
« on: February 13, 2010, 11:56:53 am »
I found something in the .an8 format specification (which is a little outdated though).

The first number is the frame number. The following 3 numbers define the value of the keyframe (I believe it is a rotation defined by Euler angles in this case) and the last parameter defines the behavior of the keyframe. The .an8 specification says the last parameter "is currently ignored", but this is not true any more. I think it defines the kind of the keyframe: smooth, corner or step (as described in the manual)

However, you can't access bones in the current version of ASL...

54
Finished Works and Works in Progress / Re: Portfolio Website
« on: February 08, 2010, 02:13:50 pm »
Good job Hihosilver!

Honestly, I do not like Flash-based sites, but your one looks really good, almost professional! ;)

55
ASL Scripts / Re: ASL Scripts Database
« on: January 31, 2010, 04:11:08 pm »
Added to the database! Thanks for posting it ;)

56
ASL Scripts / Re: Universal mirroring plugin
« on: January 30, 2010, 01:53:33 pm »
Thanks for the feedback Simon.

I tried to edit the script to save the edge sharpness settings, but I can't get it to work.

Don't ask me why, there might be a bug in the SetEdgeSharpness() or GetEdgeSharpness() functions, I really don't know... So I have to disappoint you.

57
Finished Works and Works in Progress / Re: Lego 'self-building' animation
« on: January 30, 2010, 01:31:38 pm »
Awesome!

58
General Anim8or Forum / Re: Cannot get a Plugin to work
« on: January 30, 2010, 01:24:12 pm »
No, it shouldn't.

The settings in the Configure dialog box should be saved after you click OK and should not change after restarting Anim8or.

59
General Anim8or Forum / Re: Cannot get a Plugin to work
« on: January 30, 2010, 01:14:14 pm »
Quote from: Notunknown
How can I use a plugin?

See http://www.anim8or.com/scripts/index.html, the "Installing Plug-ins" section

Once an export plugin is installed, you'll need to restart Anim8or and then you can just click Object > Export.

Quote from: Notunknown
how can I use it and/or is there a plugin to export in .x files?

Check the ASL Scripts Database, you'll find an .x exporter there.

60
ASL Scripts / Re: VRML
« on: January 29, 2010, 01:03:51 pm »
As far as I know there is no way to delete a shape in ASL...

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