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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: Current Development Release - Build 1269, February 14, 2017  (Read 19892 times)

danielstritt

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Re: Current Development Release - Build 1240, August 12, 2016
« Reply #45 on: August 20, 2016, 03:26:57 pm »

There is already a setting for the memory limit of undo operations, and it defaults to only 1MB.
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slex

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Re: Current Development Release - Build 1240, August 12, 2016
« Reply #46 on: August 20, 2016, 07:25:45 pm »

you can increase that 1MB up to a 100MB and see if the crash repeats
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daniel99

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Re: Current Development Release - Build 1240, August 12, 2016
« Reply #47 on: August 20, 2016, 07:31:23 pm »

Slex:

There is no undo command used in this video.
As a matter of fact, I can't even remember when I used undo in anim8or. Maybe from time to time when modeling and changing my mind about something. Usually, I save copies of different stages, so...yeah! No undo used! :(
Would've been great if that was the problem, I would have stopped using undo
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Steve

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Re: Current Development Release - Build 1240, August 12, 2016
« Reply #48 on: August 20, 2016, 08:30:18 pm »

daniel99: Undo records are always being created when you edit even if you don't use the Undo command. They take up memory and thus increase the total amount of memory used by Anim8or.  So the memory occupied by Anim8or is worth checking.  I've also noticed that Undo memory is not always being freed once you pass the limit so it may increase an unlimited amount.

I have not been able to reproduce the crash - so if you could send me your model I'll look into it further. You can e-mail it to support@animor.com if you don't want to post it.
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captaindrewi

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Re: Current Development Release - Build 1240, August 12, 2016
« Reply #49 on: August 21, 2016, 12:51:41 am »

animor.com?
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Steve

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Re: Current Development Release - Build 1240, August 12, 2016
« Reply #50 on: August 21, 2016, 03:06:25 am »

Oops!  Anim8or :)
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daniel99

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Re: Current Development Release - Build 1240, August 12, 2016
« Reply #51 on: August 21, 2016, 08:28:07 am »

Slex: I just did that. To be honest, never knew this even exists, even though I use anim8or for many years :D

Steve: E-mail sent!
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Steve

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #52 on: August 27, 2016, 11:24:20 pm »

Just a note to say that I posted build 1244 with basic IK support in the Scene editor. It's basically the same as before: you can't lock an end effector's position or orientation, but I'm working of that now.
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daniel99

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #53 on: August 28, 2016, 04:13:25 am »

Wow, Steve. Nice!
Only one question: Why did you change the blue box controllers into the outline box? It is kinda confusing when I'm working against a black background or even an image.

And I would like to make a little suggestion. In the figure mode, would be nice to be able to test the IK when rigging. For example, to pick and move the IK controllers and check how the mesh distorts. When we let go the controller, it resumes to the original position.

Also, another feature that I found would be useful: Let's say I rig a high poly mesh, then I add to that same skeleton a low poly version of the same model. Would be easier to H/Shift+H hide the hipoly mesh when animating. In the scene mode, it will only show the lowpoly mesh, and that would help a lot, being able to play the animation in real time. When rendering, I hide the lowpoly mesh and only show the hipoly one.  Now, if I hide the mesh in figure mode, it will still show in the scene mode. I dunno, what do you think about this suggestion?
   Thanks for the update. I really appreciate you're working to fix this amazing feature. I can't wait for the complete IK tool to be ready.
  You rock, man. \m/
« Last Edit: August 28, 2016, 05:24:00 am by daniel99 »
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Steve

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #54 on: August 28, 2016, 08:42:42 pm »

daniel99: Yes, the IK handle is a bit difficult to see. I'm still experimenting with the IK controls' appearance. I want to show the edit-handles on top of everything so they aren't hidden behind other geometry. There's also too much clutter with multiple IK chains. Stay tuned.
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daniel99

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #55 on: August 28, 2016, 08:53:46 pm »

Yes, that's a good idea, like I mentioned in the e-mails. Would be helpful to see the IK controls on top.
I am :D I can't wait to test characters walking with the next IK update. \m/\m/\m/
   Btw, great to have IK in scene mode. I'm still having that problem with freeze/crash from time to time, but I hope for the best :)
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nemyax

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #56 on: August 29, 2016, 02:16:11 pm »

Steve
What happened to the bone dragging functionality? It only worked in a couple of builds, but then it was gone.
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Steve

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #57 on: August 29, 2016, 05:52:19 pm »

nemyax: Sorry but I don't quite follow. What tool doesn't allow bone dragging now, and what was the last build that it did?
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nemyax

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #58 on: August 29, 2016, 07:51:53 pm »

I mean the Edit Bone tool in figure mode. Currently it duplicates the functionality of Rotate Bone, but it used to move joints before you added the trackballs.
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Steve

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Re: Current Development Release - Build 1244, August 27, 2016
« Reply #59 on: August 29, 2016, 08:42:13 pm »

Well, now it does change the bone length when you click-drag on the bone tip, but it also rotates the bone at the same time. Kind of weird :) I'll change it to only change the bone's length when you click on the tip, and only rotate it when you click on the bone (LMB=X-axis, RMB=Y-axis, MMB=Z-axis).
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