Ani2Pov |
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Ani2Pov
Manual
Anim8or is a great and easy to use free 3D Modelling program. Anim8or save your projects in .an8 files. These files stores the description of your models and scenes. Other programs can't read .an8 files.
Ani2Pov was originaly just an Anim8or to PovRay file converter.
PovRay is a famous free RayTracing Renderer. The RayTracing is an algorithm used to produce realistic pictures. PovRay use also other algorithmes and features which are not supported by Anim8or.
Know Ani2Pov can convert several file formats. Ani2Pov can only export animations in the MilkShape3d and SMD file formats (and only from sequences). The PovRay export can convert one or more static scene with objects and materials. It supports .an8 files from Anim8or v0.85 to v0.97 only. Anim8or and PovRay do not always work in the same way. Some additionnal features are available to reduce some limitations.
In order to understand how Ani2Pov works, you should read this manual, but you should also read the Anim8or manual and the PovRay manual (For the .an8 to PovRay conversion).
Windows: Execute "Ani2pov.exe" in the "Ani2Pov.zip" file. The installer should create several files and folders: Ani2Pov recquires the MicroSoft .NET runtime and the MicroSoft Visual C++ runtime (links can be found on the readme.txt file) Linux: (no longer supported for the time beeing) Unzip "Ani2Pov.zip". The extraction should create several files and folders: Ani2Pov recquires Gtk+ under Linux
Read part IV for more details.
Ani2Pov can export subdivided meshes. This option is not activated by default because PovRay do not support subdivisions. But you can find an unofficial version of PovRay which support subdivision at the link: PovRay with Subdivision
Warning: Warning:
1) Launch Anim8or. 2) Create one or more Objects (use "Mode->Object" in the Anim8or's menu). 3) Convert subdivided, spheres, cubes and cylinders into meshes (use "Build->Convert to mesh" in the Anim8or's menu) if you want to keep the same polygons as in Anim8or. 4) Add these objects in your scene (use "Mode->Scene" in the Anim8or's menu) with your camera and lights. 5) Change the color of the background and add fog (not necessary). 6) Check the Output normals option in Anim8or (Menu "Options->Debug->Output normals") 7) Save your Anim8or scene in an .an8 file.
1) Give your .an8 file to the converter. Use the ani2povGUI.exe or use the MS-DOS console ("ani2pov file_name.an8" with console. Drag-and-drop is also possible). Warning: The file name directories (of the .an8 file and of the destination directory) must not have spaces: "c:\My folder\file.an8" is bad. "c:\MyFolder\file.an8" is good. 2) Several files will be generated. The scene description is stored in a .pov file (the name of the file is the name of the scene). The objects descriptions are stored in one or more .inc files (one per object)(the name of these files are the names of the objects). 3) Launch PovRay with the .pov file. You don't need to create a scene in Anim8or. But you will have to create it by yourself in PovRay. If you have a problem, open you .an8 file with Anim8or and try to delete all not supported features (like lines, animations ...). And try again. About the GUI: Ani2Pov can be launch without GUI. You must use the terminal: "ani2pov file_name.an8" To enable subdivision: "ani2pov file_name.an8 -s"
All this features can be combined.
If the name of your scene finishes with ".snc", Ani2Pov will understand that the name of your scene is the name of a file ("YourSceneName.snc"). Ani2pov will try to open a file named "YourSceneName.snc" in a folder named "scenes" which must be in the same directory as your .an8 file. It will load this file and put its text in the .pov file of your scene. The name of your scene will be converted to "YourSceneName".
The last character of your .snc file will not be written in your scene. Add an empty line at the end of your .snc file.
If the name of your object finishes with ".obj", Ani2Pov will understand that the name of your object is the name of a file ("YourObjectName.obj"). Ani2pov will try to open a file named "YourObjectName.snc" in a folder named "objects" which must be in the same directory as your .an8 file. It will load this file and put its text in the .inc file of your object. The name of your object will be converted to "YourObjectName".
The last character of your .obj file will not be written in your .inc file. Add an empty line at the end of your .obj file.
If the name of your material finishes with ".mtl", Ani2Pov will understand that the name of your material is the name of a file ("YourMaterialName.mtl"). Ani2pov will try to open a file named "YourMaterialName.snc" in a folder named "materials" which must be in the same directory as your .an8 file. It will load this file and put its text in the .inc file of your object. The name of your material will be converted to "YourMaterialName".
The material description from Anim8or will not be exported. Your .mtl file must have a material named "YourMaterialName" if you want to be able to render the scene. This material will be used by the meshes which originaly call "YourMaterialName.mtl".
The last character of your .mlt file will not be written in your .inc file. Add an empty line at the end of your .mlt file.
If the name of your material finishes with ".out", the material description from Anim8or will not be exported.
The description of your material must be added by a .obj file from the object name ( which inserts the material or which include a .inc file with your material ) or by yourself. This features can by used for povray materials not supported by Anim8or.
In this example, a .snc file has been used to add the sky. A .mtl file and a .obj file have been used to add the water reflection.
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You can export CSG if you add this keywords in the names of your groups of spheres, cubes, cylinders:
csg:intersection# csg:difference# csg:merge# The groups will be converted to Intersection, Difference or merge. If you use a CSG Difference, you must add this keyword in the name of the element (sphere, cube or cylinder) which will be affected by the operation: csg:target# Exemple for CSG intersection: ![]() CSG do not work with meshes. It's a limitation of PovRay. But you can use some modifiers such as clipped_by (not exported by Ani2Pov). Please read the PovRay manual for more information.
Ani2Pov can export sequences animations from Anim8or to Milkshape 3D. Milkshape 3D is a low-polygon modelere used to create new models for games (Half Life, Quake, ...). It can also be used as a file converters, because it support a lot of file formats. Milkshape 3D has two natives file formats. The first one is written in ASCII (.txt) and the second one in binary (.ms3d). You should better use the binary version.
The ASCII file format of MilkShape 3D is limited and it only support one weight per vertex. A limitation of ASCII conversion is that Ani2Pov will duplicate vertices in order to have each vertices used by only one face. NbrVertices = NbrFaces * 3. Why ? Because Anim8or can affect different UV or normal to the same vertex when a vertex is used by different faces (one UV and one normal per faces for a given vertex). Ani2Pov can export to .txt skinned meshes from anim8or defined by influences and/or painted weights. The use of painted weights is recommanded because the computaion of weights from Influences in Ani2Pov is not as accurate as in Anim8or. Some vertices very close to the border of influence area could not be "catched" by the influence area. But Influences should work in most cases. If you have a model where a vertex is not close to an influence border and which is or which is not "catched" as it should be, it could be a bug in Ani2Pov (send me your .an8 file by e-mail in order to help me to solve the problem).
The binary file format of Milkshape 3D supports up to 4 weights per vertex. So Ani2Pov is able to convert animated skinned meshes from Anim8or to .ms3d. The 2 other big advantages of the binary file format are: _ It is more closed the the Anim8or file format. Vertices will not be duplicated. Data will be more optimized. _ .ms3D files are supported by a lot of 3D Engine (such as Irrlicht,...), modelers, and files converters. Ani2Pov can export to .ms3d skinned meshes from anim8or defined by influences and/or painted weights. The use of painted weights is recommanded because the computaion of weights from Influences in Ani2Pov is not as accurate as in Anim8or. Some vertices very close to the border of influence area could not be "catched" by the influence area. But Influences should work in most cases. If you have a model where a vertex is not close to an influence border and which is or which is not "catched" as it should be, it could be a bug in Ani2Pov (send me your .an8 file by e-mail in order to help me to solve the problem).
Ani2Pov can export sequences animations from Anim8or to .SMD files which are used by the game "Half-Life" and also several other games. Ani2Pov can export to .smd skinned meshes from anim8or defined by influences and/or painted weights. The use of painted weights is recommanded because the computaion of weights from Influences in Ani2Pov is not as accurate as in Anim8or. Some vertices very close to the border of influence area could not be "catched" by the influence area. But Influences should work in most cases. If you have a model where a vertex is not close to an influence border and which is or which is not "catched" as it should be, it could be a bug in Ani2Pov (send me your .an8 file by e-mail in order to help me to solve the problem).
Ani2Pov can export static objects and scenes to the .irrmesh file format. Animation are not supported.
Ani2Pov can export static objects and scenes to the .mesh and .material XML file format used by Ogre. Animation are not supported. You can find a converter to convert Ogre xml files to Ogre Binary file in the official Ogre 3D web site.
Ani2Pov can export static objects and scenes to the .ase file format. Animation are not supported. If the .an8 file do not have any scene, only the first object of the file will be converted. Some features of Anim8or are not exported yet (such as CubeMap, skybox,...).
Ani2Pov can export static objects to the .ase file format. Animation are not supported.
Ani2Pov can export static objects to the AC3D .ac file format. Animation are not supported.
Ani2Pov can export static objects to the Videoscape .obj file format. Animation are not supported. This file format is very simple and but very limited and can be loaded by Blender.
Ani2Pov can convert static objects from several file formats to Anim8or (.an8) using the ASSIMP library. Animation are not supported (bind pose will be exporter for skinned meshes). Formats supported by ASSIMP Game file formats: Other file formats:
Ani2Pov is under the GPL v3 license.
Anim8or PovRay PovRay with Subdivision Povcomp (competitions) |