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Messages - dancingshoes

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1
Thanks for the responce.

Looking further, my difference between 'camera' and an other-> 'camera01' seems to be at least that 'camera' responds to enviromental fog whereas an other->camera01 does not.

True back to at least 1269.

Thanks.

2
I noticed that in scene mode selecting the camera view via the menu (View->other->camera01) is not the same as selecting the 'Camera' via Num-1. 'Camera' does not equal 'Camera01'. Transparency is handled differently between the two(?). 1348 doesn't allow you to select 'Camera', via the menu and 'Camera' seems to handle things properly.

And compared to 1345 (and earlier) and 1348, I'm getting different handling of textures in the display. One example, among several, is attached.

Is this because of the shader fix in 1348?

Otherwise 1348 looks good!

3
ASL Scripts / Re: Multicore Movie Rendering
« on: April 20, 2018, 07:50:24 am »
A command line rendering option would resolve the wonkiness in this program.

And for me, having anti aliasing for OpenGL rendering would render this program as unneeded.

4
ASL Scripts / Multicore Movie Rendering
« on: April 17, 2018, 05:48:01 pm »
I’m working on an experimental multicore rendering script for movies. It splits an an8 scene timeline into segments and then renders the segments in concurrent instances of Anim8or.  The segments can then be rejoined using a program like VirtualDub FilterMod. An avs file is also generated for ingesting the video into programs that support Avisynth, if installed.

Depending on the amount of memory, number of cores and scene complexity, the script can substantially reduce movie rendering times.

If nobody has something similar and there’s an interest, I’ll post it when ready. Obviously I can't guarantee it will work on every variety of system.

5
ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: April 07, 2018, 08:15:40 am »
Here's a program that automatically creates an an8 file for animating a texture using a sequence of still images per Raxx's design. Setup only involves selecting, in Anim8or, the first texture file in an animation sequence, naming the texture, and then running this program which creates a new, animated An8 file. See the readme for details.

It's not as versatile as Raxx's but it is a no brainer to use. It can handle looped and unlooped sequences.

Like everything, it's experimental. If it works for you, great.

(I believe there's an error in Raxx's script that may have caused my earlier problems: it doesn't seem to handle the numbering of the 0th image properly. It adds an extra '0' (????) making the 0th texture unfindable.)

6
Anim8or v1.0 Discussion Forum / Render Range and Camera Anomalies
« on: March 29, 2018, 04:28:24 pm »
Couldn't find a topic on this already but in the scene mode, selecting 'View'->'Camera' is not the same as selecting "View"->'Other'->'Camera01'. (I want to render multiple camera angles.)

1. 'Camera01' does not hide light sources, 'Camera' does,  and neither camera hides the other's camera.

2. More importantly, when rendering a movie using any numbered camera (eg 'Camera01', a "User" view), the first frame rendered seems to be that last frame viewed in the editor, NOT the first frame of selected range or of 'All' frames, almost as if the first rendered frame is from a buffer.

Seen this with Scanline and OpenGL. Using 1318. Non-User views seem to render first frame OK.

{Also, would vote for anti-aliasing for OpenGL rendering!}

7
ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: March 13, 2018, 10:21:59 am »
Steve

Thank you for the response and please excuse my tardy reply.

Don't know if the plus program was supposed to fix my issue. It fixes the test.an8 I posted but, for me, does not fix Raxx's script which still crashes.

Not to get you too bogged down in this, but I editted Raxx's example 2 an8 file and moved the "sprites_enabled" controller from the world, for a test, to "Camera01" (and of course changed the "mouthe_script" references from world to Camera01) and it doesn't crash, with nonplus 1318.

However I get inconsistent results as to whether the sprite works. The object mode texture selector is updated via the script, but the scene mode object texture is not always updated. If it works, it works thru out the scene but mostly does not work. I can't characterize when it works and doesn't.

Minor issue: The Object Mode Materials Texture Selector load button at the bottom doesn't update the static text window to show the newly selected file name. Caused confusion for me.

Thanks again for Anim8or!

Dan

8
ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: February 27, 2018, 04:49:51 am »
In trying to see why your animation script crashes Anim8or for me (build 1318, Win 7 64 bit) I discovered, at least for me, the following:
1. Start a new project.
2. Go to Scene mode and create a Controller under World and assign a new Key in the time line.
3. Save and close the project.
4. Reopen the project.

Anim8or crashes either on opening the project or when selecting Scene mode. This is in part why your script fails for me.

Doesn't seem to matter if it's a boolean controler or float, first key frame or later.

I atttached an example an8 file.

9
Anim8or v1.0 Discussion Forum / Re: Rendering Hangs
« on: June 30, 2017, 05:00:38 pm »
There is no hanging with 2nd rendering with Anim8or_1269. On the Win 7 machine, I have 8 GB and a 2 GB msi GT-730. 32 bit XP machine has 4 GB, no opengl GPU.

I tried multiple combos of multithreading and comparability. Tried opengl and scanline. No 2nd go.

I can get out of the hang by changing mode and going back into Scene. However if I try to render using the prior file name, I get a 0x8004406F system error, Create Image .AVI failed perhaps because the file is still opened from the failed render.

10
Anim8or v1.0 Discussion Forum / Re: Rendering Hangs
« on: June 29, 2017, 04:46:22 pm »
Thank you for the response.

The pano width had no effect.

In fact a new, untouched project has the same problem: hangs on 2nd render. On two different machines. The Win 7 has opengl, the xp doesn't so used scanline. Tried differing codecs and file names, etc.

I'm using the version from the link on his page. Not a problem with Anim8or_1269.

A separate question (at least for me) is why the same project on a 32 bit machine consumes almost half as much memory as on a 64 bit machine. Searched the forum and haven't seen any authoritative statement on memory limitations

One would think 64 bit would have more available memory but not if it consumes twice as much. (My issue is that the extra memory consumption seems to interfere with rendering, that is, a large project may render on a 32 bit machine, but not on the 64 bit.)

I can imagine technical reason for 32/64 differences like byte alignment but it is disappointing if true.

11
Anim8or v1.0 Discussion Forum / Rendering Hangs
« on: June 29, 2017, 10:38:18 am »
I've tried this with 1.0 on win 7 64 and XP 32 (w/o opengl) with the same result. It seems not be an issue with Anim8or_1269.

I can movie-render the camera view scene of the attached test project. However a second rendering results in the program freezing on the first frame.

(This is just a reduction of a larger project which fails to render.)

Thanks.

Dan





12
Anim8or v0.98 Discussion Forum / Re: Movie Render crashes
« on: February 14, 2017, 05:52:12 am »
Belated update.

My crashes now seem(?) related to going in and out of sleep and hibernation modes while using a solid state drive with TRIM enabled.

Files were being corrupted.

I've turned TRIM off for the last several weeks w/o problems with hopes this is the answer.

13
Anim8or v0.98 Discussion Forum / Re: Movie Render crashes
« on: January 14, 2017, 10:37:28 am »
To close this out, for what ever reason, when I uninstalled on old cineform codec, things smoothed out.

Sorry and thanks.

14
Anim8or v0.98 Discussion Forum / Re: Movie Render crashes
« on: January 13, 2017, 04:02:12 pm »
Steve

First, found this so-far-working work-around for me: Render something that doesn't crash (one that I removed the 'offending' texture from), close that an8 file, then open a crasher an8 within same Anim8or session. And tho I often get a message "dll initialization failed" before getting to the Video Compression selection, it seems to let me render OK. Works so far on both problem projects.

Second, looking at the crash report, seems "StackHash" is a Data Execution Prevention exception which can be turned off in Windows. So maybe one of my codecs is goofy. Will investigate. Not as good as first fix above since only works on one project.

Before finding these two above things, I wrote these answers to your questions:

Crashes with any codec since it crashes before I get to select one, and with any of the three renderers.

I tried at 720x1280 and it crashes the same -- before selecting a codec. (Intention was to render with opengl and use the big frame size for antialiasing.)

Other files (like the one that I removed the 'offending' texture from) renders ok at the big sizes.

If this just my problem, OK.

Did try XP mode and run as admin. Tried no multithread and set process affinity to one processor.

Here's the crash report:
Problem Event Name:   APPCRASH
  Application Name:   Anim8or_1264.exe
  Application Version:   0.9.8.2
  Application Timestamp:   5864366c
  Fault Module Name:   StackHash_bc7e
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   00000000
  Exception Code:   c0000005
  Exception Offset:   10061d51
  OS Version:   6.1.7600.2.0.0.256.48
  Locale ID:   1033
  Additional Information 1:   bc7e
  Additional Information 2:   bc7ed343cd08601ea4a68f4f11772834
  Additional Information 3:   b10d
  Additional Information 4:   b10d69c7a4b8c862ade0ad8a0f22fe9f

Yikes!

Thanks.

15
Anim8or v0.98 Discussion Forum / Re: Movie Render crashes
« on: January 13, 2017, 08:01:58 am »
Steve - Thanks.

This crashes for me. Open Anim8or, load this, select scene mode, select render movie, select output file, hit OK.

This file is stripped of stuff that didn't seem to affect the crashing.

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