LarryG on 20/10/2012 at 23:07
Someone who knows about Blender should start a "Get Learning Blender" tutorial thread. Hint, hint.
Renzatic on 20/10/2012 at 23:35
I could copy and paste the tutorial I did for the TDM guys awhile back. It'd be a good excuse for me to finish it, too.
gigagooga on 24/5/2013 at 08:06
I got one quick question:
How does one mirror one face in Anim8or? I'm trying to make flat surface that is rendered and has texture on both sides. For now it has texture only on one side.
LarryG on 24/5/2013 at 14:09
If you want a two sided texture, just check the box in the Material Editor and then define the texture for the other side.
If you want to flip the normals on a face, select the face and Edit>Flip Normals is the menu for you.
If you want to have a thin wall, you don't want to mirror a face, you want to duplicate it, offset it, and then flip the normals.
gigagooga on 24/5/2013 at 15:56
yea i knew it would be something as simple as that
thanks :)
LarryG on 22/8/2013 at 23:43
I recently had to reduce the polys of a mesh I was building and after cursing myself for making the model too detailed for Thief, I remembered that I had downloaded a couple of Anim8or scripts a year or so back, and in those scripts was a poly reducer.
In case there are Anim8or users out there who are unaware of Animator scripts and their power to extend Anim8or, you should look (
http://www.anim8or.com/smf/index.php?topic=1705.0) here for a complete list. Lots of cool stuff there!!
If you want to write your own Anim8or scripts, the language guide is found (
http://www.anim8or.com/scripts/spec/Anim8or_Scripting_Language.html) here.
But back to the subject of poly reducing. What you'll need is one main script -- (
http://an8.the-meadow.net/Com/ASLTopic/reducer.zip) Poly Reducer (Reduce Triangles) by Kubajzz -- and (possibly) two helper scripts: (
http://an8.the-meadow.net/Com/ASLTopic/triangulate.zip) Triangulation plugin by Claude and (
http://an8.the-meadow.net/Com/ASLTopic/untriangulate.zip) Un-triangulation plugin by NickE.
The Poly Reducer takes a selected triangulated mesh and reduces the number of poly by a percent. To quote Kubajzz:
Quote:
Create an attribute called "reducer" to specify the amount of reduction in percent. The default value is 25, you can enter anything between 1 (slight reduction) and 95 (maximum reduction).
Although I tried hard to optimize the algorithm, this script works very slow, it takes about 5-10 minutes to reduce a 1000 poly mesh... If you work with very complex models (3000+ polys), the script execution will probably take too long and I recommend using an external tool. You can abort the script during the execution by creating an attribute called "stop".
The script saves the materials and UV coordinates, but you'll probably have to redo the texturing anyway since the script changes the whole structure of your mesh.
Ok, that's all you need to know :) The script file and demo image are attached below.
To create an "attribute" use the top menu: Object>Attibutes... to bring up a pop-up window. Then just select New and name your attribute
reducer. The data type needed is Int.
If your mesh is not triangulated, use the Triangulation plugin first. If you want a quad mesh instead of a triangulated one, use the Un-triangulation plugin when you are all done.
You can watch the Poly Reducer script running (if you like watching grass grow, this should prove fascinating) in the Anim8or Debug Output window. It outputs a little period symbol (.) every now and then as it grinds through the mesh. Not fast, but it seems to do a very thorough job which results in reasonable reduced poly meshes.
If you have a very complex shape, my suggestion is to cut out targeted sections of your mesh and reduce them individually, sewing them back together after.
Have fun!
Bonus Thought: There is a (
http://an8.the-meadow.net/Com/ASLTopic/bvh2an8.zip) motion capture file (BVH) converter script by NickE which, might be useful to the motion editor folk to point a way to convert BHV files into Thief motions ... maybe.
Yandros on 27/1/2015 at 17:10
Resurrecting this glorious old thread to ask a question. I'm simply trying to import three existing models into Anim8or so I can position them and export as a single object. Two of them use multiple textures, though, and when I import either of them, the UV Mapping changes to use all one texture, even though I have three materials created, one for each, and all three get brought into the object's materials list when I import it. Is there any way to preserve the texturing so I don't have to redo it? Cause I totally suck at that part of Anim8or.
I should have mentioned that all three models were converted to 3ds using 3ds2bin, and gave no errors during that process. They also look fine on import aside from the texture mapping.
R Soul on 27/1/2015 at 17:21
Sometimes that just happens, but reassigning materials is easy. Go into edit mode, right click on each face, middle click to deselect, select the material and click on Apply. It's not possible to suck at that. If the object is complicated that has nothing to do wit suckery.
Yandros on 27/1/2015 at 17:25
I've done that to the easy faces already. :p But there are many-faced cords wrapping around one of the objects which I'm not sure I can do properly. But sounds like this just happens and I'm stuck making the best go of it I can.
Edit:
Ok, it wasn't as hard as I feared. I guess the mapping was mostly preserved, so just selecting the right faces and reapplying the original texture worked in most cases. I had to manually retexture part of one object, and while it's not as good as the original, it should be passable. Thanks for your help.
Sluggs on 13/2/2015 at 12:03
Over 10 years later...
Still using good old Anim8or for all my modelling needs.
These days, I'm making models for my Visual Basic programs.
Here's a couple that I'm rather proud of...
<embed><param name="movie" value="http://backend.deviantart.com/embed/view.swf?1"><param name="flashvars" value="id=513001029&width=1337"><param name="allowScriptAccess" value="always"><embed src="http://backend.deviantart.com/embed/view.swf?1" type="application/x-shockwave-flash" width="450" height="385" flashvars="id=513001029&width=1337" allowscriptaccess="always"></embed>
<embed><param name="movie" value="http://backend.deviantart.com/embed/view.swf?1"><param name="flashvars" value="id=364049666&width=1337"><param name="allowScriptAccess" value="always"><embed src="http://backend.deviantart.com/embed/view.swf?1" type="application/x-shockwave-flash" width="450" height="629" flashvars="id=364049666&width=1337" allowscriptaccess="always"></embed>
I have a big .zip file of all the models I've created with Anim8or and it's huge! There's thousands of files in it!
As for Thief models, since this thread began, I have over 800 .bin files in my Obj folder!
Here's a couple of my most recent Thief models...
<embed><param name="movie" value="http://backend.deviantart.com/embed/view.swf?1"><param name="flashvars" value="id=465562292&width=1337"><param name="allowScriptAccess" value="always"><embed src="http://backend.deviantart.com/embed/view.swf?1" type="application/x-shockwave-flash" width="450" height="460" flashvars="id=465562292&width=1337" allowscriptaccess="always"></embed>
<embed><param name="movie" value="http://backend.deviantart.com/embed/view.swf?1"><param name="flashvars" value="id=467928168&width=1337"><param name="allowScriptAccess" value="always"><embed src="http://backend.deviantart.com/embed/view.swf?1" type="application/x-shockwave-flash" width="450" height="460" flashvars="id=467928168&width=1337" allowscriptaccess="always"></embed>
Not only do I use Anim8or for modelling, I also use it for making textures, and resizing images. For example, I might take a 640x480 image, create a 640x480 cube, detach a face, apply the image to that as a texture, then I render the plane at the size I want.
Also, I have a little tip for you...
When I want to UV map a face, I detach the face, center it, then go to "View" and choose "Frame Selected" then I UV map it, select it, and then change it's coordinates to 0,0,0 which will place it back exactly where it was when I detached it.
I've never really been unhappy with Anim8or. I have tried other modelling programs of course, but they wasn't for me. I just love Anim8or so much!
Thanks Steve! :thumb: