Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Pages: 1 ... 4 5 [6] 7 8 ... 46

Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 125902 times)

thecolclough

  • Sr. Member
  • ****
  • Posts: 820
  • 3D Ignoramus 1988-2002, Anim8or User 2002-present.
    • View Profile
    • www.mattghc.com
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #75 on: October 03, 2014, 08:16:08 pm »

looking good! 8)

haven't done much modelling with Build 1112 yet, but i'm sure the new Default Layer setting will come in very useful when i do.

a couple of points re: terminology in the new Options -> Layers dialogue:
  • shouldn't it say 'Layer 0' instead of 'Level 0' (etc)?
  • i think it might be clearer if the second column heading said 'Locked' instead of 'Disabled'.
and a couple of other things i've spotted:
  • in Object mode, there's that menu option Options -> Info; do you think it might make more sense to put that under Object -> Statistics?
  • there doesn't seem to be an Options -> Layers thingy in Figure, Sequence or Scene mode yet
Logged

thecolclough

  • Sr. Member
  • ****
  • Posts: 820
  • 3D Ignoramus 1988-2002, Anim8or User 2002-present.
    • View Profile
    • www.mattghc.com
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #76 on: October 03, 2014, 08:48:23 pm »

oh bother... found another glitch :P

went into the Options -> Layers dialogue again, to try changing the default layer.  noticed that the 'visible' checkbox for Layer 7 was ticked even though the layer was hidden.  as soon as i clicked the toggle button to change the default to Layer 4, Layer 7 became visible, in line with what the new dialogue was showing.  i then reset it to hidden, and saved and reopened the project; after this it all worked fine, with the dialogue showing an empty checkbox for Layer 7 visibility.
Logged

ronaldefarmer

  • Sr. Member
  • ****
  • Posts: 293
    • View Profile
    • Ron's Website
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #77 on: October 04, 2014, 03:30:23 am »

In the latest build (1112), I am unable to edit subdivisions in "point edit" mode. Has anyone else noticed this?
« Last Edit: October 04, 2014, 03:35:28 am by ronaldefarmer »
Logged

MvGulik

  • Full Member
  • ***
  • Posts: 107
  • [... Lost in Space ...]
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #78 on: October 04, 2014, 06:56:12 am »

Seems the text-display inside the work views got eaten in 1112.
Logged

MvGulik

  • Full Member
  • ***
  • Posts: 107
  • [... Lost in Space ...]
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #79 on: October 04, 2014, 07:09:05 am »

In the latest build (1112), I am unable to edit subdivisions in "point edit" mode. Has anyone else noticed this?
Confirming.
Tried to move a point on a subdivided mesh in point edit mode. No go in 1112. (ok in 1103)

(Tried with mouse only ...)
« Last Edit: October 04, 2014, 03:53:15 pm by MvGulik »
Logged

MvGulik

  • Full Member
  • ***
  • Posts: 107
  • [... Lost in Space ...]
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #80 on: October 04, 2014, 07:50:44 am »

"Default layer" setting, resets to zero-layer when adding/deleting a new Object.
(UI not directly showing this. Hit CTRLerm ALT to update the UI after adding a new Object.)

« Last Edit: October 04, 2014, 07:10:14 pm by MvGulik »
Logged

kreator

  • Hero Member
  • *****
  • Posts: 1113
  • Anim8or, Blender, & Carrara. A Great Combination!
    • View Profile
    • Anim8orWorld
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #81 on: October 04, 2014, 03:50:56 pm »

you can use the cursor keys to move points in subdivided mode. ;D However, you cannot perform other operations in face mode ie: extrusion ,bump, inset , scale etc.

Most annoying thing for me at the moment is that faces remain transparent even when I try and switch them off in file/UI  points remain on in background  >:(

Sticking with 0.97D until all these probs are sorted....
« Last Edit: October 04, 2014, 04:10:23 pm by kreator »
Logged
O

MvGulik

  • Full Member
  • ***
  • Posts: 107
  • [... Lost in Space ...]
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #82 on: October 04, 2014, 06:47:14 pm »

Sticking with 0.97D until all these probs are sorted....
The more testers, the more issues get spotted, the faster they get resolved.
And I'm sure Steve is working on fixing the most critical one's in the 1112 version.
Logged

MvGulik

  • Full Member
  • ***
  • Posts: 107
  • [... Lost in Space ...]
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #83 on: October 04, 2014, 07:36:41 pm »

A other layer related one.

Applying "Effect Modifier" on a Modifier(layer.2) with a Bound-Mesh(layer.1) resulted in a Mesh, at layer.0 (just in case, default layer was set to 7)
Logged

kreator

  • Hero Member
  • *****
  • Posts: 1113
  • Anim8or, Blender, & Carrara. A Great Combination!
    • View Profile
    • Anim8orWorld
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #84 on: October 04, 2014, 08:10:30 pm »

Sticking with 0.97D until all these probs are sorted....
The more testers, the more issues get spotted, the faster they get resolved.
And I'm sure Steve is working on fixing the most critical one's in the 1112 version.


With respect, I`ve been testing Anim8or for over Nine years now, and a lot of the issues over those nine years still have not been resolved, don`t get me wrong I`m keen to have a decent version of anim8or running, and do look at each development  version as its released, but I feel there are too many new features that are not necessary at this time, and negate the old feature requests that are wanted by many... png, light thru transmaps, copy /paste objects in scene mode  etc etc.
Logged
O

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1520
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #85 on: October 04, 2014, 08:50:23 pm »

thecolclough: Yes, it should be "Layer". Who knows where that came from! And I also like "Locked" better.
I'll add layers to the other editors alter figuring out all the details. I had to make a lot of little changes to get this all working. As you can see there are still a few glitches to fix.

ronaldefarmer: Thanks, I'll give this top priority: #098-024 - Point Edit Mode: Subdivision Meshes control points are not editable.

MvGulik: I think there is a bug in your graphics driver that's preventing the text from showing. I can't reproduce the problem. What graphics card do you have? (See the About->SystemInfo dialog.)

MvGulik: #098-025 - Effect Modifier sets wrong level.
I'll set the final layer to the same as the Bound-Mesh (layer.l) since this is just an editing operation on that mesh. Does that sound OK?

kreator: I'm having trouble reproducing the problems with transparent faces, and points remaining on in the background. Can you post a screen shot or something?
Logged

Kyle

  • Full Member
  • ***
  • Posts: 184
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #86 on: October 04, 2014, 09:09:19 pm »

Hey Steve, this might not belong here as it has always been there apparently, but I was wondering if you ever knew about the fact that anim8ors sphere's once subdivided aren't uniform in dimension.  Check out my thread on the general forum for more specifics.

http://www.anim8or.com/smf/index.php/topic,4953.0.html
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1520
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #87 on: October 04, 2014, 09:26:35 pm »

kreator: PNG is getting close. I still have some problems with it crashing at random times. IK is turning out to be really tricky.

I seriously needed to do some global code cleanup and these new features are tied into the same changes. It's easier to debug them all at once instead of serially.

I'll see if I can get PNG out in the next couple of weeks and give IK another try when the current changes are finished. I'll concentrate more on the most requested features.


Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1520
    • View Profile
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #88 on: October 04, 2014, 09:37:04 pm »

Kyle: Any polygonal representation of a sphere will be an approximation because polygons simply don't have spherical surfaces.

Catmull-Clark subdivision doesn't result in perfect spheres, but it is very easy to model with because there are no restrictions on the geometry. You can build any shape you want and smooth it with CC subdivision. You can add creases, softly rounded edges, etc.

Systems like NURBS can make perfect spheres but they can be extremely difficult to use due to the restriction that all faces must be quadrilaterals.

The Blender-style Quad sphere looks interesting. The plug-in doesn't seem to generate any texture coordinates though. I'm not quite sure how to handle the singularities at the poles. I'll take a closer look at it.
« Last Edit: October 04, 2014, 09:48:17 pm by Steve »
Logged

kreator

  • Hero Member
  • *****
  • Posts: 1113
  • Anim8or, Blender, & Carrara. A Great Combination!
    • View Profile
    • Anim8orWorld
Re: Current Development Release - Build 1112, October 1, 2014
« Reply #89 on: October 04, 2014, 10:04:55 pm »

screenshot attached, points thru transparent faces have had this problem since 0.98 onwards 
Logged
O
Pages: 1 ... 4 5 [6] 7 8 ... 46