Where can I find a free animation program?

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afecelis
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Post by afecelis »

Give the latest 2.42 rc3 a try:(news here)
http://www.blendernation.com/2006/07/03 ... -released/

download here:
http://download.blender.org/release/Blender2.42/

it gave me these results:
max file:
Image

blender imported 3ds:
Image

and I was having the same problems you describe in 2.41, so it seems like they fixed the 3ds issue. Or you can wait for the official release which is to happen in some 4-5 days :wink: But the RC3 is working sweet!
vermeer
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Post by vermeer »

you made that one? (I ask as you usually focus in levels) Looks cool! :)

Afe, (while you wont convince me comparing with wings in organic modelling depatment,hehe) you seem to keep more and more near Blender developing...at least quite up to date... I have disconnected a bit...since focused at work in max, at home with xsi and wings...Do you know if RC3 or some build has added smoothing groups? You know, like smooth groups in Max or hard edges for smoothing normals in Wings/Maya/XSI...I'd love to check a Blender build which has that....the split method (break themesh) does not convince me...last I checked, part of the problem was in the viewport internals...even if the added hard egdes, the visualizing of the smoothing normals would be a bit of an issue... For me in games, all is based in that, as personality, and loads of appeance, and modelling stages are based on where do I put hard edges, and how normals darkening of opengl wont happen if u put well the hard egdes...

yet is not added...?
Is important even if one only plans on animating inside Blender and exporting from there to engines...as need that info while animating, as the weird bending visually often depend on how normals are distributed...
Finally making games again!
http://www.konekogames.com
afecelis
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Post by afecelis »

hey Vermeer! Long time! :wink: Sorry for disappointing you, but it's a default model in max5 :( But I'm really improving my modeling techniques both in blender as in wings!!!! I'm trying to learn new stuff besides level editing to improve my all-around skills. It might still take me some 10 years to become as good as you though, heheheheh =D

About smoothing groups, I think they still haven't been included and I'm not sure if they will ever be included. Positions about them are divided; check these links:
http://www.blender.org/forum/viewtopic.php?t=5156
http://forum.moddb.com/thread/16695/

some definitely say it's not the way to go. Let's see what happens. But one thing is sure; 2.42 will include huge improvements!!

ps. I promise I'll post a textured model I create in wings or blender next time :wink:

EDITED Just found this interesting link about smoothing groups in blender:
http://blenderartists.org/forum/showthread.php?t=61087
dunno if it's the real thing or a "pseudo-smooth" but it looks useful for game engines.
Last edited by afecelis on Sun Jul 09, 2006 2:14 pm, edited 1 time in total.
vermeer
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Post by vermeer »

afecelis wrote:hey Vermeer! Long time! :wink: Sorry for disappointing you, but it's a default model in max5 :( But I'm really improving my modeling techniques both in blender as in wings!!!! I'm trying to learn new stuff besides level editing to improve my all-around skills. It might still take me some 10 years to become as good as you though, heheheheh =D
yep, but where I'll be for then... ;)
I was joking... ;)
No, really, I expected you capable of such progress, seing how fast did you learn Blender from not knowing even the package to the level you aquired...lol...it shows how little attention do I put to the sample models included in the packages...I never open them...

BTW, I like Max now...has been my animation and overall tool for last times at companies...Now more than I discovered at work for time pressure , loads of tricks, I finally can work non linearly in max...

Anyway, is not...my favourite baby... It is Wings... ;) And after that, Metasequoia, and Ultimate Unwrap... and then Blender... In the free field. I started to like *a lot* Blender for character animation since a while...I'd like Blender though to improve a bit in materials and rendering stuff...

Blender is really a strange case...extremely advanced but being so apart from standards, lacks some features really old and basic in...*all* the other packages...smooth groups are in much limited packages...Metasequoia and Anim8or...You can say safely that they're less powerful than Blender...but...hey, they have an autosmooth, a real autosmooth (the blender feature is not that) for apply an angle (ie: 60º) to at least be able to apply so...If u modeled counting on...a 75º angle of smoothing...in original modeler...u can then restore the autosmooth exact angle in the final software, even if the smoothing was lost in some conversion...is not the ideal, but at least would be a deal... Ideal is...be able to set manually hard edges or smooth groups... Splitting vertices solution is no good for many game engines, plus increases performance cost, and more time doing the art...

Really...I asked for widgets for manipulating bones, for for many other character animation stuff...is arriving all (after many months, but yet don't see a fast pinning object like in xsi, nor 2d Ik chains which behave as expected -no need of adding extra controllers...) but...two of the things I cried for since 2002 when I arrived mor estrongly on the use of Blender, which were smooth groups and multiples Uvs inside Blender, plus lightmapping...arent yet there...havent read those links u put, I'll do now, but thereasons I read often about that are a bit...stuff like blender is not oriented to games...heck, like if...well, all 3d packages are oriented these days to both fields...there may be an exception, Cinema4d, but if you ask me, I see it as a foolish error, loads of suport can come from such a huge comunity...
The autosmooth feature included does not correspond to other softwares values, neither allow certain...smoothness...besides youonly can check in render, not fastly as you model, at least in my knowledge.

About smoothing groups, I think they still haven't been included and I'm not sure if they will ever be included.
"never" is a relative term...is an obvious need, so it will come, even to the pain of certain old blender members... ;D But to me, "never", in practical terms, has already happened...like 4 years since I needed it to consider moedlling in Blender, is enough never for me...Don't get me wrong, I do really like Blender. But that is one of the reason you will hear me so much preferring modelling with Wings (plus the mirai workflow...the He mesh mode in Blender hasn't advanced more, but would be a good chance...)
well, if at least they invent a way to port smoothing info from wings-->blender--->export ...I'll have no issue inconsdering less xsi and more blender for game character anims... ;) It's curious the package has even physics, gamebledner is really advancing, and all but...no smooth groups or multiple uvs... ;)
some definitely say it's not the way to go.
Tell that to all AAA games in the market... :DDD
Or to...max, maya,xsi,cinema,milkshape,wings,lightwave,etc,etc,etc,etc....
lol is a very very old pro feature...
I think they have took it like a defy from game developers wanting their flag or terrain..a bit..well...
Luckily I know well there are others, very old users too, in the same thinking than I am , and with influence, which I never had...
Even in some of the main moderators, or visible heads there at blender org...

so, as you say...let's see what happens...I'm not too optimistic, tho...Blender for games could live without lightmaps provided lightmapping is done somewhere else (but I dunno of any lightmapper for linux, for example, maybe is my small knowledge of linux software..) ...but the smooth groups making *and* checking while you model in viewport, is really important for any game art, be it levels, objects, and how much in characters.....
ps. I promise I'll post a textured model I create in wings or blender next time :wink:
Tehehe.Come on friend... I know you're very good, don't need to do that :)

EDITED Just found this interesting link about smoothing groups in blender:
http://blenderartists.org/forum/showthread.php?t=61087
dunno if it's the real thing or a "pseudo-smooth" but it looks useful for game engines.
let's see...I havent read, but there was a plugin made by cambo, acted only in export...that option would only be good if imported smoothings from an OBJ and being able to set back at export time...not the solution, as one needs to see well the bendings while rig and animate, and how normals act there, but...still a better situation...

hmmmread that last thread...lol...is an split...I think I prefer just Y splits which was the old way...No need the extra step then...but is good way..it actually separates in objects, breaking the mesh and generating new vertices...I definitely don't like that way...yup, displays the hard edges in viewport...long, less elegant and slower proccess..besides, armatures and x format are usually problematic when coincident new vertices are generated...weights stuff, and the new weight, x format plugins getting messed, etc,etc...But the guy points out at the end a detail...split later not before rigging...the opposite than best way in max (tho there's not that linearity now in max last versions if know some methods) when u need to split... Seems then that if a generated vert is created, if is from an exiting weighted vert the new one would have its weight...I guess...then no probs...unless the x exporter get messed.Which is possible.or the engine itself.
As the other posters in that thread I do really think Wings3d specially has amuch more effective, fast, elegant and practical artist-workflow wise than this...I still think even maya and max methods are slower and have less advantages than wings...in wings u have its terrifically powerful selection system, so you asign a key shortcut for hard edges and smooth egdes another...and bang, paradise.

Imay sound a bit game art geeky, but man, games are moving more money than cinema these days...So I guess is not a field to left behind so much...I am not asking a proper normal maps or gloom effect, or shaders 3.o viewport suppot (check Truespace 7) , which may be comparable to pursuit caustics, etc, in the rendering, which they do... just ask for an old, verrry old Max 1 and probably previous... feature...;D

I knew there was a way, a possibility. Y splitting...but I prefer faster andmore modern methods in this sort of modelling feature...
yet tho, work can be done, is not one of those features that really stop being able to do the stuff...but it is one of those that make me prefer other tools in certain areas...If Blender would be the only free tool in the world, yep, you can do anything with it. ;)
Finally making games again!
http://www.konekogames.com
SiriusCG
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Post by SiriusCG »

Master the techniques of using Blender is the way to go IMO. The import / export scripts work very well in my experience (I'm using .obj, .3ds and .x in my current project) and by using Blender, you have virtually all the tools necessary to provide your game content. :wink:

Having used several separate programs in the past to do my game content, Milkshape, Fragmotion, Wings3d, etc. and having to learn all their ins and outs, concentrrating on Blender has cut my dev time easily in half.

The only other program I use outside of Blender is the Gimp for doing textures.

Cheers!
vermeer
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Post by vermeer »

It allways depends...last year I worked in my 4th game company, and well, I did used loads of separate softwares...With Giles I can lightmap well and fast...My mate with Max was slower modelling in organic than I with wings...In adobe ps was done all texturing, with some other tools...
Ultimate Unwrap uvmapping techniques were really fast.

Nah, I was the fastest at the company, hehe. And we had comercial software, quite good tools...

In games, you actually are gonna use loads of different tools..at least , in production environments, that is, you enjoy it or not. Count on: inhouse done special level editors neeed by the engine/coders, shaders editors, middleware, special physic editors, video editing tools....Plus all modelling uvmapping and texturing...if the team has a software in which they have all plugins based, middleware and workflow, you'll have to use that...if you were in a project Max based for years, but now they need you in a Maya based project you'll do all they tell you with Maya...That is just so. You may need some days or week to get into speed, but they wont let you sleep much more...
Today, normal maps are a need, totally, and need a fast and very powerful tool for that. A tool that is just some minutes slower is a total disaster.You then will have to use Zbrush...indeedy, is required lately in every job offer...If all middle ware is prepared to import Biped *.bip files, you'r not only forced to use Max, but Character Studio...this is all just so. Making games is using several softwares.There's a wrong concept specially among Bledner users that their package will serve even to do the coffee...probably, but there are faster and better tools to make coffee...and you wont be given a chance there...and if not in a production environment, ok, perfect, but you're doing much slower and pless powerfully than you could. If have too much problems jumping between aplications...then simply don't know the clever paths...The other guy, and same in the company i was b4 with other mate...were slower using one only Max, and the other using only Maya...
And if the point is saying Blender is better than Max and Maya...hehe. Lol.

Even more, not allways work in big companies...In smaller, you usually are using the arsenal required for the whole low/mid pol 3d...in same mourning use video editors, sound editing set of tools, for making the shot intros...while you jump constantly for hi res mesh modelling for these intros...or are asked in the midst for UI work, Adobe Ps, and loads of layer effects......and in afternoon you'r using loads of other tools for pixel art, like Tile Studio, Mappy, PS, Animation Shop, Gale, etc....can I be fast with all that. Trust me if I wouldn't have had light speed, I'd have recieved a cordial sack following day...I have worked in companies with little to no care about slow ppl...And "slow" is, for what I see in other indy comunities and hobbysts, actually "fast".

For using several tools, you just need to know well formats matters, and the tools themselves. Is not atheory, is just a reality that has brought the food to my plate for years, and not only in game companies...

Not sounding harsh(is not said in any way so), just stating a lived, experienced, solid as stone fact.

Wether for you didn't worked, ok...possible, I don't deny it. There are ppl for single package, ppl for loads...If u ask me I'd prefer a single tool...if *really* was faster and better than *any* tool in that specialized task.But is freaking easy to demostrate with a list of points, where and why it is not so with Blender...AND..neither is so with Max or Maya. Simply so. Mirai and wings are faster for organic modelling than Max...You can't 3D paint textures in max, neither do it propperly in Blender, but you can blow those in this area with Deep Paint3d (which I really love...) You may tell me is not so, but a Final Render or Brazil render is several times more powerful than in Blender....you can try to make the crazy wrinkle and microscopic detail which u need for normal and parallax maps in Blender instead of Zbrush, but at what level? how much time would it take u? at the end, if u need 2 months for a whole complex model, while u'd have done many in that time, ur doing something not so clever...even if for hobby...besides, fast tools for specialized task will let u focus more in your creation, and less in faking weirdly workarounds which however are miles bellow of a result done with the real implemented feature...Well, could write a book about the matter.
Is cool that there are fans about a free tool...I'd just ask to not forget some facts...as is dangerous, mainly for each individual..
(apart from the fact that 99% of game companies will say you good bye when u tell em you don't use Max or Maya nor XSI, but Blender...be sure of this...And if u tell em you wont use more than blender and gimp(just 2 tools), even more)

Scale it all down, and you have a similar situation in hobbyst game art making...yup, you can write a thesis with edit.com of MS-DOS, but I think you'd be faster and have more power and capabilities using Word, or Wordperfect, or how ever is called the word processor in Open Office...

I have done the ways of knowing blender, max, working with one only tool, and working with a bunch. I deeply can compare, and worked under high pressure lets you see waaay more things which u'd probably would have never ever noticed at home, relaxed... You learn too many times faster (but also suffer a lot more)

heck, today I'm with "writting mode ON" ....
:twisted:
Finally making games again!
http://www.konekogames.com
afecelis
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Post by afecelis »

today? I think you got your "ultra chat mode" on by default since you were born, lol :wink:

But that's what I like of your explanations; they're so tasty! :D
vermeer
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Post by vermeer »

heheheee
Finally making games again!
http://www.konekogames.com
SiriusCG
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Post by SiriusCG »

I agree with a number of your points vermeer... well made.

I think though, looking from a noob point of view and level of experience, unless said noob was going to hire into a game production enviroment where Maya or Max or "Modeler X" proficiency was a requisite, trying to get the content tool chain simplified is a "good thing". Blender is well on it's way to being a "total enviroment" tool (If one can master the interface!)... :wink:

Cheers!
vermeer
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Post by vermeer »

Indeed,

I can actually do all stuff with Blender. But have xsi and wings , so...

But I agree with that point.
Finally making games again!
http://www.konekogames.com
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