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

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Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 132263 times)

neirao

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #330 on: March 20, 2015, 04:54:17 pm »

Steve, in figure mode for me all work, less the
"Fast Add Bone" no... :(


yes Kreator, i has reported same problem time ago.. :( fast bones no work in figure mode... Thanks for show in video for us and Steve!! :)
« Last Edit: March 20, 2015, 04:54:49 pm by neirao »
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Steve

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #331 on: March 20, 2015, 08:58:42 pm »

Note: In build 1164 you can add bones using the RMB (right mouse button). The LMB selects a bone but immediately changes back to Arrow-Select. Also if you first select the bone that you want to add the new one to, then click on the icon, you can add one bone before it switches.

I know this is a big. It has been fixed for the next drop.
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Raxx

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #332 on: March 21, 2015, 05:36:42 am »

It's been a while, but I'm doing a bit of actual modeling in Anim8or. Still waiting for the topo knife, but I have to say, the modeling updates are spectacular improvements and have totally changed the way users can model in Anim8or. However, I came across lots of little things:

  • In Point-Edit, non-uniform scale ignores axis restrictions. Such as if you disable Y axis, it'll still scale the Y axis.
  • When working in a shaded mode, in which you have lines disabled, when you work on a subdivision mesh the cage mesh appears with its lines (which is fine with me). The issue is that you can't highlight, or single select, or fast edit, or edge extrude these cage mesh lines/edges in that shaded mode.
  • If you use the cut tool on an empty edge (only when it highlights the new point), the edge disappears but the new point remains
  • Pressing F to frame all in the scene editor does not take into account scaled objects, and instead frames it at their original sizes
  • You can't create new edges along the line of symmetry when working in mirrored mode
  • Using the cut faces tool in mirrored mode, a lot of times the cut results on the mirrored side goes bad

A few suggestions which will enhance the modeling experience, in my opinion:
  • Make highlighted elements render on top. That is, if say for example, I'm working on a subdivision mesh, and there's a P/E/F on the cage mesh that I'm working with, that element shows up on top even if it's covered by the subdivision geometry. Basically, any partially or wholly covered P/E/F should be seen in full if highlighted.
  • Pop-out viewing windows and viewing window-specific shading/rendering options. Give a popout option for views to have its own window that can pop out and be moved and resized. Super handy for those with multiple monitors, or those that want to have a static view of what's going on in a totally separate window. I think the best approach would be to implement a window framework in which the front/left/back/perspective/etc views are just camera orientations that the user can set for a viewing window (if going from left view to right view, for example, it just rotates the camera around the pivot without changing the scale), there can be an unlimited number of windows either embedded or popped out, each of which can remember their own settings such as shading, lines/vertices, and an option to disable subdivision surfaces and an option to disable cage meshes of subdivision surfaces (these settings are saved in the an8 file). File->Configure UI settings can be the default settings when creating new viewing windows.
  • Would be nice if Build->Mirror Image worked on subdivision meshes. This is an old issue, something that's been bugging me for years
  • Build->Mirror Image doesn't select both the meshes when it's complete, like it used to (if I'm remembering it right). I'm wondering if this is intentional? I kind of liked it better when it selected both meshes. Or at least, that's what I expect to happen.
  • "Mirror Image" has always been a weird name for the tool. Can't it just be "Mirror Mesh" or "Mirror Shape" or something?
  • Front/Back buttons -- would be nice if these behaved the same way as the P/E/F buttons do. So that left-clicking sets only that button active. Right clicking toggles.

There's more stuff but I haven't really identified them yet. I'll probably post more bug- and quirk-findings later when I have another modeling session.
« Last Edit: March 21, 2015, 05:36:54 am by Raxx »
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kreator

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #333 on: March 21, 2015, 07:08:32 am »

Note: In build 1164 you can add bones using the RMB (right mouse button). The LMB selects a bone but immediately changes back to Arrow-Select. Also if you first select the bone that you want to add the new one to, then click on the icon, you can add one bone before it switches.

I know this is a big. It has been fixed for the next drop.

Does not do it, if you are starting with a new figure and only have the root bone to commence with. Tried also adding an initial bone with build/insert bone in menubar bar as child of root, which worked, however, any subsequent addition to this bone with the icon had no effect.
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Steve

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #334 on: March 22, 2015, 10:00:53 pm »

kreator: This should be fixed in build 1166.
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kreator

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #335 on: March 23, 2015, 06:15:14 am »

Steve: Just dloaded 1166 Build, but unfortunately I am still having the same problem, on both my laptop and desktop.

This was ok in Build 1163 but builds 1164 and 1166 have the problem.  :'(
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Steve

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #336 on: March 23, 2015, 08:02:08 pm »

kreator, I'm having trouble recreating the problem. I don't doubt that there's a problem but I just can't find it.  Here's the steps I used:

Start build 1166.
Mode->Figure (shows a new figure with just the unselected root bone).
Click on root to select it.
Build->InsertBone; click on "Children", then OK. Bone is added to root.
Click on New Bone button.
Click on bone that was added to select it. (Fast-select is enabled. Otherwise you need to select it first in Arrow Select mode.)
Click on selected bone and drag in the direction that the bone is pointing. A new child bone appears and it's length depends on how far you drag the mouse.

Where do these fail on your computer? Can you post the steps you use?
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kreator

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #337 on: March 24, 2015, 06:02:35 am »

Thanks for enlightening me!

Seems to work now so long as I insert the first bone from the menu tab then use the right mouse.

 ( Are we starting to cater for blender users as well now with right mouse clicks instead of the normal left mouse?)

Seems a long winded way to add bones now, using Build/Insert bone to get started then using add bone, I must admit the old way to do it was easier!




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captaindrewi

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #338 on: March 24, 2015, 10:46:54 am »

Sadly something is awry with yours K, as i only have to click the bone icon once then double tap and pull away in my laptops mousepad area to add bones repeatedly, like super fast.1166.
« Last Edit: March 24, 2015, 10:47:46 am by captaindrewi »
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Steve

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #339 on: March 24, 2015, 03:39:46 pm »

kreator, I was just trying to reproduce what you had done. You can do everything with just the  left mouse button.
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kreator

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #340 on: March 24, 2015, 04:30:49 pm »

 I get it now. Left Click and Hold from the root bone and drag New Bone =whoopee!!
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Steve

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #341 on: March 24, 2015, 06:39:00 pm »

:)
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daniel99

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Re: Current Development Release - Build 1164, March 2, 2015
« Reply #342 on: March 24, 2015, 10:55:27 pm »

I only have a little problem when I'm using my laptop (without a mouse)
Usualy, the Alt+Left use to zoom in object mode. I know Alt works like Ctrl+R, but it's a little annoying :)
At least, if I remember well, one of the versions used Alt+Ctrl+Left Click for this. Would be nice to get that back.

And BTW, steve. When will be the IK Constraints available? Really need those for my work.
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Steve

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Re: Current Development Release - Build 1169, April 1, 2015
« Reply #343 on: April 01, 2015, 08:30:30 pm »

Couldn't let April Fool's Day go by without a new build: build 1169

daniel99: Don't have a date for IK yet.
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Raxx

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Re: Current Development Release - Build 1169, April 1, 2015
« Reply #344 on: April 01, 2015, 09:19:46 pm »

Thanks for the release, Steve!

A couple of things:
  • When creating new bones, I think the bone being created should be highlighted orange as it's being created.
  • Frame/FrameSelected still doesn't work with scaled components in the Scene editor

The bug fixes seem to work fine.
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