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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 126618 times)

AlecJames

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #555 on: February 11, 2016, 09:39:02 pm »

Thanks Trevor :)
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fromsoysauce

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #556 on: February 13, 2016, 12:09:50 am »

Hey, Steven, this is really cool!

I have though one question about it.

In the older version of anim8or, in Object/Point Edit, you could jump from Point to Edge to Face and back by pressing the SpaceBar.

If space bar is already used for something else, it doesn't need to be space bar, but I would like to see this command somewhere as a hotkey.

That feature seems to be absent in this newer version.

I cannot speak for everyone else, but I would always use that space-mode-switch to speed up my modeling ability as space is a lot easier to mash to get to the right setting then moving my hands all about to specifically hit P E or G.
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Steve

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #557 on: February 13, 2016, 02:16:39 am »

Yes the space bar now deselects everything.  It does that in all of the editors so it's rather universal.

On a similar note, I'm toying with the idea of a pair of hot keys to go forward and backward in a history queue of what editor/sub-editor you are using, using something like F2 and F2 or Page Up and Page Down.  Would that be a usable replacement?
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fromsoysauce

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #558 on: February 13, 2016, 07:45:55 am »

I'm not entirely sure what you mean by "history queue" but if it can mechanically work the just the same as the effect of pressing "space" did in the previous version of anim8or then it really does not matter what key it is.

Correct me if I am mistaken, but from what I understand: you are meaning something like: Page UP would do what "Space" did in the old an8, and Page DOWN, would do it in reverse?

If that is the case, then it sounds really neat, going back would be a neat bonus.

----
I don't want to sound like I'm asking for anything, but just my two cents: If it were up to me, personally, just for my specific style of using anim8or, I would have it such that the hot key that has the feature that old "spacebar" did moves it forward, but CTRL + that key moves it backwards. This is mainly because, when I use an8, my pinky is 99% of the time on CTRL, and it would allow you to not need to have the backwards command use up a second key all to itself.

But again, really digging the direction that this is going in Steve, looks super slick and modern!
« Last Edit: February 13, 2016, 07:48:38 am by fromsoysauce »
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nemyax

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #559 on: February 13, 2016, 10:02:26 am »

fromsoysauce
Looks like you are just asking for an op that loops over component modes without selection conversion. Are you sure this workflow is worth retaining now that Anim8or can auto-convert selection? Steve has agreed to change the p hotkey to v so that you don't have to jump all over the keyboard for a mode switch, so it's about to get better.
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fromsoysauce

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #560 on: February 13, 2016, 10:59:31 am »

I do indeed feel like it is worth retaining.

When running anim8or using a smart mouse like my Logitech G700, where I have it programmed that button "G10" is "spacebar" then it makes it extremely easy to operate anim8or almost entirely using just my mouse hand.

This is why I'm really indifferent about what hotkey that it could be set to, as long as it is a feature that is given a single hotkey, I can work with that.

Programming the mouse to have a have 3 buttons dedicated to setting the component mode makes it a lot less useful, as those 2 buttons could have been set to different commands. 
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Trevor

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #561 on: February 13, 2016, 11:09:44 am »

I like the history F-Key.
I assume it would work like this:
Object Mode > Point mode
F2 returns to Object and press again returns to Point.

Select > Box Select > Scale
F2 returns to Box select, pressing again returns to scale.

Or would pressing F2 keep going back untill it reached Object Mode?


FromSoySauce, do you know that all PE and F buttons are enabled from the offset in the latest versions?
That means you dont need to switch mode to select a point or face.

If you still want the single cycle then I can see that auto-conversion will not work for it (as selection gets ever bigger, I use this technique sometimes so its rather usefull on its own, but now for cycleing)

Trev
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fromsoysauce

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #562 on: February 13, 2016, 11:30:52 am »

Thank you for giving me a better picture of what Steve was trying to describe, Trevor. I now understand that it wasn't at all what the way I interpreted it.

I am aware that points/edges/faces are all on by default, but I fail to see the utility in working that way. For at least the way that I've been using an8, being in a specific mode has always been extremely useful for making sure that I am not selecting things that are not relevant. 

----

Now it's possible that me and my two brothers are the only people who use anim8or's point/edge/face cycle hotkey. But I more or less don't see any reason for it to vanish altogether.

I'd even be perfectly happy if it's given some archaic hotkey like CTRL+SHIFT+ALT+BACKSPACE, because even if it's something as unorthadox as that, I could still easily program my smart mouse to simplify it down to just G10.

I will admit my brothers and I are a rather specific group of anim8or users. My older brother's programmed his mouse specifically so that he doesn't need to use his keyboard for anim8or apart from punching in number values when pop-ups appear.
« Last Edit: February 13, 2016, 11:32:22 am by fromsoysauce »
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AlecJames

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #563 on: February 15, 2016, 11:36:20 pm »

Build 1215  Win7 x64 Opengl 4.2
I rendered full frames uncompressed at 1920x1080 and my output file looks corrupt.

I attached a test project, sorry it's 800 frames and takes ages to render - I tried 200 frames and it's OK.

I usually use Xvid 1.3.3 to render compressed and this works fine.  I've only tried on one test PC so not sure if this is specific to me.

I went uncompressed because I have a problem with my video editor - is there another codec that works well in Anim8or?

Attached an8 causes the corrupt render.
Screen shot png is of the corrupt output: the screen is split / top and bottom swapped over for the first few secs / this first few secs is from the end of the scene.

thanks
Alec
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slex

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #564 on: February 16, 2016, 12:24:37 am »

AlecJames- try to render the whole animation in PNG pictures, then you could use some video editor to join those pictures into video file.
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AlecJames

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #565 on: February 16, 2016, 07:37:32 am »

I think the problem is caused because I've reached the 32 bit file size limit when rendering uncompressed? :-[   
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thecolclough

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #566 on: February 16, 2016, 05:39:16 pm »

I think the problem is caused because I've reached the 32 bit file size limit when rendering uncompressed? :-[
that's possible - but as far as i'm aware that should only be an issue if your destination drive is formatted as FAT.  you'd need an ExFAT or NTFS drive to handle a file over 4GB.

if this is the case, and you don't have an ExFAT or NTFS drive available, then i'd second slex's suggestion - render it out as separate frames.
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Steve

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #567 on: February 16, 2016, 08:52:25 pm »

Quote
...I've reached the 32 bit file size limit...
That could also be caused by the MS library I use to create .AVI files. I don't know it's limit.
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cooldude234

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Re: Current Development Release - Build 1219, February 16, 2016
« Reply #568 on: February 17, 2016, 12:26:02 am »

Quote
...I've reached the 32 bit file size limit...
That could also be caused by the MS library I use to create .AVI files. I don't know it's limit.

your using Microsoft library for avis!?
oooooooh
ooooooooooooooooh
that hurt just thinking about it. :P
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Hypure

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Re: Current Development Release - Build 1219, February 16, 2016
« Reply #569 on: February 17, 2016, 02:19:19 am »

Nice ART fix, I'll have to check it out... 8)
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