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Author Topic: Feature Request Thread  (Read 65170 times)

kreator

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Re: Feature Request Thread
« Reply #75 on: July 26, 2013, 06:44:11 pm »

Raxx: I mean the F1 thru to F12 Function Keys I don`t think they are used at all in any shortcuts , looking at the shortcuts in the manual! ;D

« Last Edit: July 26, 2013, 07:22:45 pm by kreator »
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captaindrewi

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Re: Feature Request Thread
« Reply #76 on: July 26, 2013, 08:30:03 pm »


captaindrewi, you can set the undo buffer in the configuration options. But how does this sound:
  • Group Arrow Key Adjustments for Undo: When holding down an arrow key to make adjustments to translation, rotation, or scale, set that entire interval in that direction as a single undo/redo event, rather than each tiny iota.

Yeah kind of. its just if you move anything with the arrow keys  say a point an inch or two across the screen then you would literally have a hundred undos to get the point back.
ps. aware of buffer
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ronaldefarmer

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Re: Feature Request Thread
« Reply #77 on: July 28, 2013, 04:47:45 am »

Hello,

Features that I would like to see added include PNG texture support with transparency (to eliminate the need to create a separate transparency map), uniform beveling of edges and faces, and faster rendering--especially for ray-traced shadows.

Ron
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ronaldefarmer

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Re: Feature Request Thread
« Reply #78 on: July 29, 2013, 01:06:36 am »

Hello Anim8or Community,

I don't know if this thread is still active, but I was wondering if it might be possible, in scene mode, to place the timeslider and track windows in a separate window that can be maximized and moved to a second monitor for better visibility. This would make it much easier to set keyframes.

Ron
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johnar

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Re: Feature Request Thread
« Reply #79 on: July 29, 2013, 07:46:41 am »

 Hello Ron.  :)
 I also think it would be a gr8 thing to be able to put the timetrack and view onto seperate monitors.   A good plan, and didn't actually see it yet in the list. (on the 1st page of this thread)
 So hopefully raxx will put that up there where it should be, and while you're there raxx....some +1s :D

 Tier 1: Fig editor: Painted weights color sorting. kreator  Miscellaneous: Ability to resize viewports. Crashdrive

and tier 2 Sequence ed. Morph targets in sequence editor. miatpi
 Cheers. List is looking good.  :)
 
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Water Music

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Re: Feature Request Thread
« Reply #80 on: July 29, 2013, 10:42:01 pm »

With regards "Morph targets in sequence editor": one slick way of pulling this off is by having a morph triggered by a bone motion.  For example, a morph can be set whereby if a person's forearm is raised the bicep slides up the upper arm, proportionally.

My personal preference would actually be to combine the object editor, figure editor, and sequence editor together.  It'd be easy enough to add buttons that toggle these aspects in the object editor.  Advantage: if modifiable vertices were created to designate the end points of the bones then it would be a snap to rescale parts of one character to create another character, without having to re-bone and re-skin all of it from scratch. It'd also be easier to see how well joints hold up to movement and do any corresponding fine tuning - as you wouldn't have to keep changing screens and you could edit vertices mid-motion to get what you want. Mind you, that would entail quite an overhaul, but I think it would be worth it.

Thoughts, anyone?
« Last Edit: July 29, 2013, 10:45:20 pm by Water Music »
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Deepthought

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Re: Feature Request Thread
« Reply #81 on: July 30, 2013, 01:06:34 am »

That would cause anim8or to lose forward and backward compatability.
besides if you combined the object editor with the figure and sequence editors, you couldn't reuse objects between multiple figures.
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captaindrewi

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Re: Feature Request Thread
« Reply #82 on: July 30, 2013, 09:30:00 am »

Tier 1
Please forgive if it has been asked already. a plus 1 if it has.
being able to undo after rendering would be nice.



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TheBlackHole

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Re: Feature Request Thread
« Reply #83 on: July 30, 2013, 09:39:37 pm »

Can we get a way to place light sources in object mode? This would allow for parallel lights to precisely match up with suns in skyboxes, or headlights on cars, etc. I realize that objects in scene mode can be set as parents of light sources, but this would allow for more symmetrical light placement and light duplication.
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Raxx

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Re: Feature Request Thread
« Reply #84 on: August 13, 2013, 12:59:04 am »

There's something I noted about the renderer(s). The observations I make are coming from the attached file, if you were to use the scene and render from the camera view.

At 350x350 resolution, scanline rendering consumes around 1.9gb of memory. This value changes proportional to the resolution. Increasing the resolution further than 350x350 causes a crash, I'm guessing because it's 32-bit, and it's exceeding 2gb.

Ray-traced rendering consumes about 0.7gb regardless of resolution, so it seems that it'll never hit the 2gb limit.

So two things:
  • Doesn't this suggest that scanline rendering could use better memory optimizations?
  • We need a 64-bit version of Anim8or
Any issues with my reasoning?

By the way, I added and +1ed where applicable.

TheBlackHole, I kind of object to the lights in object editor request, as it'd start blurring the lines between the object and scene editor, complicating things. Why not just +1 the copy/paste request for scene elements? Or better yet, request something like material-based lighting...

Water Music,
Quote
With regards "Morph targets in sequence editor": one slick way of pulling this off is by having a morph triggered by a bone motion.  For example, a morph can be set whereby if a person's forearm is raised the bicep slides up the upper arm, proportionally.
Did you want that as an added suggestion? As for the combination of the editors, I think it'd be better to combine just the figure and sequence editors. That way you can tweak vertex weights while animating, among other things, and still have a relatively clutter-free interface. Tossing the object editor into the mix seems like it'd require a major overhaul of just about everything, requiring the UI to be as complicated as blender, max, maya, etc.

kreator, so did you want something like F1 to go to the previous frame, and F2 to advance to the next frame? I think it'd make better sense to remap them to the [ and ] keys, or the , and . ones.
« Last Edit: August 13, 2013, 01:27:00 am by Raxx »
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dwsel

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Re: Feature Request Thread
« Reply #85 on: August 16, 2013, 08:05:35 pm »

May I +1 a little bit more? ;) I might have some free +1s to spend.

Tier 1:
Manipulate Bones with ASL +1
Selective Edit +1
Uniform Bevel +1

Tier2:
ASL Export: Allow ASL to export scene data +1
Object Editor: Ability to Hide points and faces in edit mode +1
Inverse Kinematics +1

Tier 3:
Plugin SDK implementation or ASL - Object Script Controller (depending which would be easier to implement) +1

In addition:
Loading mesh sequences i.e. object001.obj - object 300.obj (or *.an8) (basically the same as image sequences)
Exporting mesh sequences (baking the scene animation within the given range)

Also I believe some of Raxx requests about ASL functions might be very vital for the future plugins - I'd surely +1 them all if I have enough +1s to distribute ;)
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Raxx

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Re: Feature Request Thread
« Reply #86 on: August 23, 2013, 08:04:02 pm »

Ok, added and +1ed your requests, dwsel, though the mesh sequences stuff could be done with ASL if it was fully implemented in the other editors with import/export access.

I also added my own, that would help round out the ASL spec in general:

  • ASL - Combined Assignment Operators: +=, -=, *=, /=, %= Just like with other programming languages.
  • ASL - Increment/Decrement Operators: $i++, $i--, --$i, ++$i
  • ASL - Do/While Loop: As in C++ and other languages
  • ASL - Case/Switch: As in C++ and other languages
  • ASL - Boolean Data Type: True/False
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Water Music

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Re: Feature Request Thread
« Reply #87 on: August 28, 2013, 05:21:34 am »

Raxx: honestly there's a bunch of other stuff I'd like to see added first.  So yeah, let's just consider that a side comment about the existing request to make morphs accessible in the sequence editor.
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johnar

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Re: Feature Request Thread
« Reply #88 on: August 28, 2013, 06:20:41 am »

Tier1?  Scene mode

 Key all bones and key selected bones in Scene mode. (As you can now in sequence mode.)
 
 Looked through the list and didn't see it there.  It would make a huge improvement to speed and simplicity while animating in Scene mode. You would still need to edit keys individually for Step or Corner keys, but it would defineately be  really usefull for 'speeding things up' and 'keeping things in order'.

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kreator

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Re: Feature Request Thread
« Reply #89 on: August 28, 2013, 06:56:35 am »


kreator, so did you want something like F1 to go to the previous frame, and F2 to advance to the next frame? I think it'd make better sense to remap them to the [ and ] keys, or the , and . ones.

Yep thats right , I don`t know why none of the function F keys have not been mapped, though the , and . keys could be used instead.
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