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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 129819 times)

Trevor

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #510 on: January 11, 2016, 02:29:21 pm »

I think I have found a bug with Merge Point.

I selected all verticies and then merged with 0.002, yet it tried to merge verticies that were 7.00 distance... it seems very odd.

Further, if I selected small groups of verticies to merge (eg, the join between 2 capless cylinders joined together into 1 mesh) then it would work ok, but select all still merged verticies from all over and swapped the normals on some faces...

Not entirly sure whats going on there.

It worked fine in the previous version.

Trev
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Steve

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #511 on: January 11, 2016, 04:23:59 pm »

OK I'll look into it.
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Hypure

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Build 1210 Perspective view no-longer remembers
« Reply #512 on: January 16, 2016, 04:17:59 am »

Perspective view would remember where you left it in the window you were using it in, that was nice to kind of give you a floating camera.   I'm using it in object mode right now... let me check if it still does it in scene mode...

I checked it is still fine in scene....  Maybe it never did in object I don't remember, it's been a week or two since building something  :o 
« Last Edit: January 16, 2016, 04:22:43 am by Hypure »
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Steve

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #513 on: January 16, 2016, 05:20:12 am »

Each editor w\should remember the perspective setting and return to it after you use another editor.  That should be true for front/back/top/bottom/left/right/ortho also.
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nemyax

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #514 on: January 16, 2016, 06:08:34 am »

Steve
There are some serious problems with the way the topology-changing tools (Cut Faces, Topo Knife) work with the mirroring feature. After only a few operations by these tools on a mirrored mesh, any of the following can happen:
  • Which side a component is on is inverted.
  • Component indices are mixed up, and the program selects what you didn't click.
  • Anim8or crashes during a topo modification.
It's pretty consistent.
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Hypure

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Perspective memory
« Reply #515 on: January 16, 2016, 02:24:40 pm »

Apparently I leave programs open for long periods of time and don't realize it, thanks Steve, i'll be more careful to restart and confirm problems before I bring them up... It was just a bug :o
« Last Edit: January 16, 2016, 02:30:01 pm by Hypure »
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cooldude234

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #516 on: January 16, 2016, 08:41:00 pm »

Less of an anim8or.exe sort of thing :P
but steve are you planning on adding a few extra features to the forums (like image size?)
I know smf has these features (or at least plugins for them) but considering I haven't really messed with html or smf all that much I don't know what the implications are to implementing this sort of things.
Another issue I find with he forums are youtube videos embedded can't be full screened (which is annoying when the video is literally 2 inches wide on my screen).
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Raxx

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #517 on: January 16, 2016, 11:00:45 pm »

I replaced the old youtube mod with a new one that enables fullscreen and allows more parameters, like width and height. By default it's set to 800 width.


The different parameters are as follows:
Code: [Select]
[youtube]{youtube link}[/youtube]
[youtube width=x height=y]{youtube link}[/youtube]
[yt]{youtube ID}[/yt]
[yt {parameters}]{youtube ID}[/yt]
[yt_user]{username}[/yt_user]
[yt_user {parameters}]{username}[/yt_user]
[yt_search]{search query}[/yt_search]
[yt_search {parameters}]{search query}[/yt_search]

Images could always be resized with the width/height parameters
Code: [Select]
[img width=x height=x]url[/img]


« Last Edit: January 16, 2016, 11:04:21 pm by Raxx »
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neirao

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #518 on: January 17, 2016, 03:24:30 am »

nice!
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cooldude234

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #519 on: January 17, 2016, 06:42:54 pm »

Thanks raxx!
Should help when including images that are 3840x2160 and trying to view them on a 1920x1080 tablet :D
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selden

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #520 on: January 18, 2016, 01:42:56 pm »

A potential problem with the Lambert Cylindrical Equal Area projection is that it greatly reduces the resolution in latitude near the poles although the resolution in longitude is the same as for an equirectangular projection.  In most cases, where the camera is not looking directly up or down, that loss of resolution probably is OK.
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Selden

Steve

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Re: Current Development Release - Build 1210, January 9, 2016
« Reply #521 on: January 18, 2016, 05:40:12 pm »

A potential problem with the Lambert Cylindrical Equal Area projection is that it greatly reduces the resolution in latitude near the poles ...

But there is less angular area near the poles as well.  Normal Cylindrical projections waste a large portion of the image near the poles.  It uses the same number of pixels for a ring of the image around the equator as it does for one very close to the poles.  Lambert Cylindrical Equal Area projection covers the same area on the surface of the sphere for each pixel saving storage, etc.
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Steve

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Re: Current Development Release - Build 1212, January 18, 2016
« Reply #522 on: January 19, 2016, 05:16:49 am »

Build 1212 has been posted.
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Raxx

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Re: Current Development Release - Build 1212, January 18, 2016
« Reply #523 on: January 19, 2016, 10:51:53 am »

It's cool finally being able to see environment maps in the workspace. Thanks Steve!
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nemyax

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Pretend modifier keys
« Reply #524 on: January 20, 2016, 09:04:59 pm »

I've been wondering if Anim8or could benefit from tool hotkeys that can both switch modes and temporarily toggle them. Tap the key quickly, and it switches to the mode you need; hold the key down, and it enables the mode as long as you keep holding and switches back when you release—the key is the same in both cases. XSI did it (this was dubbed "supra keys", I think), and so does VoidWorld/NVil, so it's not impossible.
Imagine holding down a instead of Ctrl+Shift to enable temporary Select—that would make more sense and free up the real modifier keys for useful things. Or suppose you spend most of your modelling session time in Topo Knife mode: instead of duplicating special cases of Move within this tool, you could let the user hold down m whenever they need to tweak a component (or multiple components!) or s whenever they need to scale it.
This feature would retain the current "hard switch" workflow but also make the controls clearer and enable a more streamlined modelling experience.
Steve, what do you think?
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