Ani2Pov v0.90 is available. This is a file converter for Anim8or.
This new version can now convert .an8 files to Irrlicht 3D (.irrmesh).
Animations can only be exported to MilkShape3D and .smd for the time beeing.
Any bug report are welcome.
Ani2Pov can import files from:
# Collada ( *.dae )
# 3D Studio Max 3DS ( *.3ds )
# 3D Studio Max ASE ( *.ase )
# Wavefront Object ( *.obj )
# Stanford Polygon Library ( *.ply )
# AutoCAD DXF ( *.dxf )
# LightWave ( *.lwo )
# Stereolithography ( *.stl )
# AC3D ( *.ac )
# Valve Model ( *.smd,*.vta )
# Quake I ( *.mdl )
# Quake II ( *.md2 )
# Quake III ( *.md3 )
# Return to Castle Wolfenstein ( *.mdc )
# Doom 3 ( *.md5 )
# DirectX X ( *.x ).
# Quick3D ( *.q3d ).
# Irrlicht Mesh ( *.irrmesh ).
# Irrlicht Scene ( *.irr ).
# Neutral File Format ( *.nff )
# Sense8 WorldToolKit ( *.nff )
# Object File Format ( *.off )
# PovRAY Raw ( *.raw )
# Terragen Terrain ( *.ter )
# 3D GameStudio ( *.mdl )
# 3D GameStudio Terrain ( *.hmp )
Ani2Pov also converts .an8 files from Anim8or to:
# PovRay
# MilkShape3d (.ms3d and .txt)(with animations)
# SMD (Half-Life)(with animations)
# Collada (.dae)
# ASE (.ase)
# AC3D (.ac)
# VideoScape files (.obj)
# Ogre 3D (.mesh and basic .material in XML format)
# Irrlicht 3D (.irrmesh)
The link:
http://texel3d.free.fr/projets/ani2pov
Anim8or:
http://www.anim8or.com
Ani2Pov can export to .irrmesh
Ani2Pov can export to .irrmesh
Last edited by texel3d on Fri Apr 29, 2011 6:28 am, edited 1 time in total.
Looks awesome. Glad your still working on this. Not really a bug(i don't think so but maybe it is?), but i would love it if you could make it use skinning instead of bone influences when you export a model with multiple meshes in it. For instance a guy with head, arms, legs, etc separate from each other but still in the same object. If i make it all one mesh it screws up my uv, making unusable with my projects .
PS I am exporting to .ms3d binary.
PS I am exporting to .ms3d binary.
multum in parvo
although i'm not an anim8or user but this is indeed a useful addition to irrlicht users. good job.
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Adler1337, my big problem is that i am not an artist and i do not have a lot of .an8 files with animations for my tests.
I do not understand your problem very well. All influences are converted to weights in Ani2Pov (with a problem of accuracy, this why i highly recommand to convert influences to painted weights in Anim8or before using Ani2Pov).
If you have a problem with uv it is a bug.
Could you send me an .an8 files which have this problem with Ani2Pov ?
It would help me a lot.
My e-mail can be found here:
http://texel3d.free.fr/contact/index.html
I do not understand your problem very well. All influences are converted to weights in Ani2Pov (with a problem of accuracy, this why i highly recommand to convert influences to painted weights in Anim8or before using Ani2Pov).
If you have a problem with uv it is a bug.
Could you send me an .an8 files which have this problem with Ani2Pov ?
It would help me a lot.
My e-mail can be found here:
http://texel3d.free.fr/contact/index.html
Yeah i'll send you something when i have some time.Could you send me an .an8 files which have this problem with Ani2Pov ?
I only have one material per mesh. The problem occurs when i have multiple meshes, each with there own material, in a single object.i have forgotten to say that Ani2Pov can only export one material per mesh.
The material given to the mesh is the one used by the first face of the mesh.
Maybe it can be the source of your problem.
I am using weights, not influences. When it exports, it looks like it forces it to use weights.I do not understand your problem very well. All influences are converted to weights in Ani2Pov (with a problem of accuracy, this why i highly recommand to convert influences to painted weights in Anim8or before using Ani2Pov).
multum in parvo