Anim8or Community

General Category => Ongoing Anim8or Development => Topic started by: Steve on February 03, 2014, 08:27:18 pm

Title: Changed to Older Releases [builds 1162 to 1230]
Post by: Steve on February 03, 2014, 08:27:18 pm
Build 1230 dated March 22, 2016: animcl1230 (http://www.anim8or.com/download/preview/files/animcl1230.zip)
Build 1229 dated March 18, 2016: animcl1229 (http://www.anim8or.com/download/preview/files/animcl1229.zip)
Build 1227 dated March 14, 2016: animcl1227 (http://www.anim8or.com/download/preview/files/animcl1227.zip)
Build 1222 dated February 29, 2016: animcl1222 (http://www.anim8or.com/download/preview/files/animcl1222.zip)
Build 1219 dated February 16, 2016: animcl1219 (http://www.anim8or.com/download/preview/files/animcl1219.zip)
Build 1215 dated  January 31, 2016: animcl1215.zip (http://www.anim8or.com/download/preview/files/animcl1215.zip)
Build 1213 dated January 26, 2016: animcl1213.zip (http://www.anim8or.com/download/preview/files/animcl1213.zip)
Build 1212 dated January 18, 2016: animcl1212.zip (http://www.anim8or.com/download/preview/files/animcl1212.zip)
Build 1208 dated January 7, 2016: animcl1208.zip (http://www.anim8or.com/download/preview/files/animcl1208.zip)
Build 1205 dated December 20, 2015: animcl1205.zip (http://www.anim8or.com/download/preview/files/animcl1205.zip)
Build 1203 dated December 12, 2015: animcl1203.zip (http://www.anim8or.com/download/preview/files/animcl1203.zip)
Build 1201 dated November 29, 2015: animcl1201.zip (http://www.anim8or.com/download/preview/files/animcl1201.zip)
Build 1199 dated November 22, 2015: animcl1199.zip (http://www.anim8or.com/download/preview/files/animcl1199.zip)
Build 1198 dated November 16, 2015: animcl1198.zip (http://www.anim8or.com/download/preview/files/animcl1198.zip)
Build 1194 dated October 20, 2015: animcl1194.zip (http://www.anim8or.com/download/preview/files/animcl1194.zip)
Build 1185 dated August 3, 2015: animcl1185.zip (http://www.anim8or.com/download/preview/files/animcl1185.zip)
Build 1179 dated May 14, 2015: animcl1179.zip (http://www.anim8or.com/download/preview/files/animcl1179.zip)
Build 1176 dated May 6, 2015: animcl1176.zip (http://www.anim8or.com/download/preview/files/animcl1176.zip)
Build 1172 dated May 1, 2015: animcl1175.zip (http://www.anim8or.com/download/preview/files/animcl1175.zip)
Build 1172 dated April 21, 2015: animcl1172.zip (http://www.anim8or.com/download/preview/files/animcl1172.zip)
Build 1171 dated April 15, 2015: animcl1171.zip (http://www.anim8or.com/download/preview/files/animcl1171.zip)
Build 1170 dated April 7, 2015: animcl1170.zip (http://www.anim8or.com/download/preview/files/animcl1170.zip)
Build 1169 dated April 1, 2015: animcl1169.zip (http://www.anim8or.com/download/preview/files/animcl1169.zip)
Build 1166 dated March 22, 2015: animcl1166.zip (http://www.anim8or.com/download/preview/files/animcl1166.zip)
Build 1164 dated March 2, 2015: animcl1164.zip (http://www.anim8or.com/download/preview/files/animcl1164.zip)
Build 1163 dated February 18, 2015: animcl1163.zip (http://www.anim8or.com/download/preview/files/animcl1163.zip)
Build 1162 dated January 30, 2015: animcl1162.zip (http://www.anim8or.com/download/preview/files/animcl1162.zip)

Major changes for build 1230:
Picking: Fixed a bug in the edge picking code that was interfering with everything.
Edge/Point in Solid Views: Fixed issues where points/edges weren't obeying the UI settings.

Major changes for build 1229:
Fix #098-085: Point Edit Move/Rotate is broken for mirror points.
Picking Code: Increased range and improved heuristics for picking.
X/Y/Z-Axis Enable Buttons: Changes to LMB-Select One, RMB-Toggle to be consistent with P/E/F buttons.

Major changes for build 1227:
Fix #098-079: Cut Faces Can Crash.
Fix #098-082: Double clicking on a controller name in the Track Window doesn't show the Key Value Editor when the controller is a script.
Fix #098-083: Topo tool issues with Mirrored Meshes.
Fix #098-084: Screen doesn't update while rendering a movie.
Dialog Box Location: Locate dialogs within the current focus window.
Fix missing bounding box: on subdivision shapes when Subdivision Edges aren't shown.
Topo Tool: Fix several mirrored mesh issues.  Should be fairly solid now.
Topo Tool: Change color from yellow to orange when over a valid target to make it easier to know when this happens.
Edge Extrude: Update to obey Fast-Select rules.
Larger Icons: Added an option for larger toolbar buttons in the ConfigureUI dialog. to help tablet and touch screen users.  No larger icons yet - making them is a lot of work!
Color scheme: Update screen immediately when user changes scheme instead of on the next run.
Remove UpdateWindow() call: Under Win 10 when to main window is on a second monitor this seems to cause a crash before the window is shown.


Major changes for build 1222:
Undo History: is preserved across renders.
User Viewpoints: added named user viewpoints that are saved with the project. See View->User->...
Joint Names in Scripts: ASL expressions for joint controllers use a joint name converted to C identifier. All illegal characters are changed to "_": "$joint.right thigh-X" is replaced by "$joint.right_thigh_X".
Tiny Window Bug: fixed bug introduced in 1219 that started Anim8or in a tiny window when window position wasn't saved.
Previous Files: upped the limit to 10 previously opened files from 4.
Spline Control Handles: are now Grid-Snapped when it is enabled.
Subdivision Mesh Edges: are now drawn in gray to make it easier to edit the control mesh, and can be disabled in the GUI interface.
Fix #098-079: Reference images shouldn't be exported in obj and stl.
Fix #098-080: Topo knife doesn't work on subdivision cage meshes when outline is disabled for that view.
Fix #098-081: Clicking on "..." to edit position key doesn't add a key to a blank controler unless you change the value.

Major changes for build 1219:
Add Floating Track Window option: window is merged with graph editor. See this post (http://www.anim8or.com/smf/index.php/topic,5351.0.html) for details.
Point and edge dissolve: Fix problems with mirroring.
Topo knife: Fix flipped filled faces problem.
Point disolve: Fix small things in clean-up code.
Hotkey for Point Select: Changed from 'p' to 'v' for Vertex Select because it's easier to use the 'v' 'e' 'g' keys as a group.
Hotkey for UV edit: Changed from 'v' to 'U' to accommodate Point Select change .
Knife-cut tool: Obey X- and Y-axis lock.
Fix ART rendering crash.
Fix crash: when reading .an8 files with zero size grid spacings.
Fix ART rendering bug: where diffuse RGB texture DECAL+ALPHA_FINAL causes incorrect transparency.  (Combo should be illegal.)

Major changes for build 1215:
Normal Maps: Fixed bug in calculating normal when using normal maps that sometimes caused severe artifacts.
TopoKnife: Added post point- and edge-dissolve cleanup (removal) of points that are left with only 2 edges.
Fun with GLSL Shaders: Adding a string attribute finalColor to a material with the value of "normal", "binormal", "tangent", "texCoord0", "depth", or "normalTexture" displays that component as the final color. This is useful for debugging Anim8or. Don't know if it is useful for modeling.

Major changes for build 1213:
Normal Maps: Anim8or now supports normal maps.  For details see this post (http://www.anim8or.com/smf/index.php/topic,5341.0.html).Check them out!
TopoKnife: Shift+RMB moves in direction of normals.
TopoKnife: Ctrl+LMB Floating Cut mode - adds floating point or connects arbitrarily, then fills new holes.

Major changes for build 1212:
Topo Knife: Change Shift+LMB to to dissolve points/edegs instead of collapsing them.
Topo Knife: Change Shift+RMB to just RMB for moving points/edges (when cut isn't active).
Fix #098-074: Merge Point collapses points that are further apart than the limit.
Long/Lat Panorama and Environment Reflections: Fixed a few bugs in ART and Scan Line renderes, and added GLSL support for them. Note: the GLSL reflection mapping code still has a problem that causes some whacky rotations from the back views, but the front views are correct and it's better than just showing black like it used to :) .

Major changes for build 1210:
Cut Tool: Fix perspective views and problems with cutting only selected faces (using Shift key).
Merge Points: changed to use the average location of point set for the new point.
Topo Knife - New Features:

Major changes for build 1208:
Topo Knife Perspective View: and Multiple Views bugs fixed.

Major changes for build 1205:
New Topo Knife Tool: There is a new topological knife modeling tool in the Point Editor. It is based on the ideas posted here (http://www.anim8or.com/smf/index.php/topic,5087.0.html) by raxx. See the thread for details.
Rotating Joints with Limits: trackball rotation now halts when the first bone limit is reached.  This prevents those really weird rotations that can happen when one axis is limited but the other can still rotate.

Major changes for build 1203:
Figure, Sequence and Scene Editors: Change direct bone rotation to use bone joint axes instead of Screen axes.  This restores the original behavior.
TrackBall Visibility: Add ability to hide individual trackballs. Shift-Click on a selected bone toggles the use of a trackball, also the menu command Edit->Bones->ToggleTrackballVisibility applies change to all selected bones.

Major changes for build 1201:
Figure, Sequence and Scene Editors: Clean up bone rotation. See the thread Trackball in the Scene Editor (http://www.anim8or.com/smf/index.php/topic,5301.0.html) for details.

Major changes for build 1199:
Scene Editor: Fix crash when rotating bones.
Sequence and Scene Editors: Fix  various rotation errors in bone editing in Sequence and Scene editors for screen- and world-axis.
Scene Editor: Fix track ball size (can be too small) in perspective views.
Scene Editor: Enable bone selection when not in fast-select mode.

Major changes for build 1198:
Scene Editor: Added Fast Select and trackball for bone rotations. See separate post for details and issues.
Fix #098-071: Undo does not work for Light, Camera and EFigure positions without a controller.
Numerous small fixes: Improvements to joint rotation editing, undo/redo, screen visuals, syncing graph editor with time track, window placement on multiple monitor computers, etc.

Major changes for build 1194:
Sequence Editor: Added Fast Select and trackball for bone rotations. See separate post for details and issues.

Major changes for build 1185:
UI Update: Added titles to groups of buttons in toolbar, and new Object/Figure/etc. buttons to top toolbar.
Bones: added more uniform icons for bone editing tools. Added trackball to all rotations.
Misc: multiple minor fixes to fast select, Viewpoint mode (Eye icon) rotate, etc.

Major changes for build 1179:
Fix #098-068: When Grid Scale is shown Figures collapses into the lower left corner.

Major changes for build 1178:
Dynamic Highlighting: Enable dynamic highlighting for some non fast select modes.
Track Ball: Reenable outer ring to rotate in plane of screen.
Track Ball: Draw (mostly) on top. It isn't always shown on top because that's a bit more difficult to do, but I made a simple change that helps.
Fix #098-066: Joining Splines converts all edges to straight lines.
Fix #098-067: Undo of add material to face on subdivision object crashes.
.an8 file parse errors: write an error message to the script console with line information.

Major changes for build 1176:
Bone Rotation Trackball: The trackball now works in 3 coordinate systems: Screen, Local and World, controlled by the state of the 3 coordinate-system buttons in the left-hand toolbar. See the topic Trackball Rotation for Bones (http://www.anim8or.com/smf/index.php/topic,5153.0.html) for a discussion of the options.
Fix bone lengths bug: where the length wasn't editable with "Edit Bone" tool.

Major changes for build 1175:
Bone Rotation Trackball: I've added a trackball widget to the Bone Rotation tool in the Figure Editor. You can rotate bones in both their local coordinate space or in screen space. See the topic Trackball Rotation for Bones (http://www.anim8or.com/smf/index.php/topic,5153.0.html) for more details.
Fix Dull Background Images bug.
Diameter parameter added to new bone user specified defaults.
Key Selected Bones and Key All Bones commands added to Scene editor. Hotkey 'k' for Key Selected.

Major changes for build 1172:
Rotate Bones: New mouse behavior:
  Screen Space Rotation:
      LMB - Rotate around screen Z-axis, bone follows mouse.
      MMB - Rotate around screen X-axis, move mouse up/down to rotate.
      RMB - Rotate around screen Y-axis, move mouse left/right to rotate.
  Bone Axis Rotation:
    With Shift key pressed:
      LMB - Rotate around bone's X axis, move mouse left/right to rotate.
      MMB - Rotate around bone's Y axis, move mouse left/right to rotate.
      RMB - Rotate around bone's Z axis, move mouse left/right to rotate.
Add "Apply to Selected" and "Apply to All" buttons to default joint angles dialog.
Bug in Bone Rotate+Scale: Fix annoying bug that forced bones to align their Z-axis to the screen when you rotated them.

Major changes for build 1171:
Default Joint Limits: Add user-defined default joint limits for new bones: Options->NewJointLimits. These are saved in the registry for future sessions.
Figure Editor: Allow rotation/changing length of existing bones in Add Bone mode. Hold the <Shift> key to do this instead of adding a new bone.
Figure Editor: Click-drag the tip of a bone to change length and angle; click-drag anywhere else on the bone to only change the angle.
Add Bones: With Fast Select disabled always add bones in direction of parent (same as Classic Anim8or).
Figure Editor: Added a new mode (the funny looking new icon in the left-hand toolbar) that allows rotation and changing the length of existing bones simultaneously. Click the tip to change length, else bones only rotate. Can I remove the original Rotate Bone and Bone Length tools?

Major changes for build 1170:
Scaled Elements: Correctly frame selected elements that have been scaled in Scene editor.
Add Bones: Bones can be scaled and rotated while they are being added.
Simpler Bone Selection: Click-drag works for unselected bones for Add/Rotate/Scale (with Fast Select). Eliminates separate click needed to select bone. Target bone is highlighted in orange to make it obvious which one will be affected.

Major changes for build 1169:
Fast Select orange highlighting: added to Figure editor.
Fix painting transformation error for objects attached to a child bone when joint angle is not zero.
Fix Point Edit non-uniform scale bug: X/Y/Z axis limits ignored.
Fix crash when loading file that was saved after deleting an Object referenced by a Figure.
Fix Figure Frame/FrameSelected with scaled components.
Don't use scientific notation in CAD labels.
Fix frame selected 'F' zooms in excessively when nothing is selected.

Major changes for build 1166:
Default Bone Angles: Set joints to default angles when creating a Sequence or adding a Figure to a Scene.
Numerous Fixes in Figure Editor: weight painting, add/delete bones, undo/redo, etc., etc.
Default Joint Angle Option: Add option to show Figure in default angle pose or zero angles. Skinned meshes are warped only when in the default pose. There are some issues to decide for future design. See the separate topic for details.
Fix #098-059: Keys not copied in Scene editor when Figure isn't selected but keys are selected.
Fix #098-065: Undo of Add Bone can fail to remove bone, loses painted weights.

Major changes for build 1164:
FastSelect: added to Figure Editor.
Update figure editing tools: Add Bone, Bone Angle, Bone Length, Bone Influences were changed to make editing more intuitive, i.e. moving the mouse in the direction of a bone instead of up/down the screen.
Fix #098-061: <Ctrl> key in Point Edit CUT tool doesn't work. Switch to <Shift> key to cut only selected faces.
Fix related bug where unselected faces between two selected faces are cut.
Fix #098-062: Unable to delete Sequences in Scene Editor.  Dissolve sequences in Scene editor when a key is inserted, deleted or modified within the sequence, or frames are inserted or deleted.
Fix #098-063: Twist modifier is broken.
Fix #098-064: Multiple 4/16/32b bitmap formats aren't supported.
.an8 file association: don't reassociate the .an8 extension with the Anim8or executable if it is already associated.

Major changes for build 1163:
Single Point Frame View: When a single point is selected in the Point Editor the Frame Selected command ('F') now centers the screen on that point without changing the scale or distance.
Dolly/Zoom Rate Increased: when scrolling the mouse.
Spline: Add capability to directly ConvertToMesh, add asymmetrical scaling.
Cylinders and Modifiers: stay vertical like other shapes when adding. Moving the mouse left and right scales width, up and down scales height.
Cut Tool: Fast edit style highlight for initial and final edges/points when cutting.
Frame and Frame Selected: Improve behavior for horizontal windows.

Major changes for build 1162:
Fix Arc-Rotate RMB not dollying in Perspective views bug.
Single Point Frame Select ('F') now supported in Point Editor that centers the view on single selected points. Add minimum Frame and Frame Selected size of 1 x 1 x 1 volume to prevent excessive magnification when single a point is framed.

...

Title: Re: Current Development Release - Build 1078, April 2, 2014
Post by: pjeanphi on April 16, 2014, 08:45:56 am
Hello

i apologize if i make a mistake posting here... I'm newbie on forum and my english is very poor... I would like submit something that seems very important (for me of course...). i suppose a lot of people ask for it but...
Will it be possible than a tool (move object for instance) can select objects too... It's very borring to have to select an object and then change of tool for modifying (i hope i'm clear). I come from 3DS Max and i work hard on Anim8or (i love it)  but sometimes i'm fed up with this way of working.
I hope i'm clear.
Thank you for your attention.
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: neirao on April 19, 2014, 12:40:41 am
Thanks Steve,
Very cool this news features!!
i like so much of the Fast Selection  ;D (time saved)
but i miss this feature in:
- SCENE MODE(the same of OBJECT MODE)
- FIGURE MODE (fast bones:  NEW, ROTATE, LENGTH and MULTI BONE SKIN)

 :'(  :'(
can you implement in this modes too?

PS: in object mode, when i select "points" i can´t see the "points selecteds", ONLY "edges" and "faces"... is a bug?


thanks!! :)
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: Steve on April 19, 2014, 04:07:37 am
Neiro: Yes, I'll implement everything in the other editors. But first I want to get the details all worked out so I don't have to rewrite a lot of code when have to I make changes :)

Can you explain your comment about "points"? Do you mean that they don't hilight? Are you in Wireframe mode? If you want to see them in Flat or Solid mode you need to enable "Flat Points" or "Solid Points" in the Edit->ConfigureUI dialog.
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: thecolclough on April 19, 2014, 10:34:48 am
found a bug: i opened Build 1086, made a sphere, set it to layer 1, rotated it, and then converted it to subdivided - and it reset itself back on to layer 0.

another minor point: would it be possible to fix the Add Cylinder tool so that the new shape's orientation will snap to integer values when the grid is enabled?  if you try dragging your cylinder out toward the right, for example, you end up with orientation values like Z=89.924 instead of Z=90 even with grid enabled, which is a bit of a nuisance when i'm trying to model something with high precision.  this isn't an issue with Build 1086 specifically, it's been a niggle for as long as i've been using Anim8or; this just seems like a good time to raise it since the snap-to-grid function is currently being worked on.

otherwise, the new drop is brilliant.  as you might imagine, i particularly appreciate the Orientation in Shape Dialogues feature!  8)
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: neirao on April 19, 2014, 02:13:14 pm
Yes Steve,

i can´t see the "highlight"(but move, scale, rotate functions work) of points only in WIREFRAME MODE(i select all the checkboxs in Configure UI) but no work... :(
in FLAT and SMOOTH MODES work. :)

Thanks for implement the fast selection feature in another modes!! :)


Neiro: Yes, I'll implement everything in the other editors. But first I want to get the details all worked out so I don't have to rewrite a lot of code when have to I make changes :)

Can you explain your comment about "points"? Do you mean that they don't hilight? Are you in Wireframe mode? If you want to see them in Flat or Solid mode you need to enable "Flat Points" or "Solid Points" in the Edit->ConfigureUI dialog.
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: bamman62 on April 19, 2014, 10:15:14 pm
Always glad to see updates. Thanks Steve!

Fast select works well. Orientation setting seem to be going strong too.

The alpha values on the image transparency don't seem to work, instead they just tint the image yellow.

.gif files with transparent portions seem to be rendering properly.


Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: Steve on April 19, 2014, 11:40:29 pm
Do you have shaders enabled? View->Preferences->Shaders
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: bamman62 on April 19, 2014, 11:46:43 pm
I did not. After enabling it, it has started working fine. Thanks.
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: Steve on April 20, 2014, 12:28:46 am
Great!  However I've found a few other issues with transparency and reference images that I'm chasing down, so hang tight until I can figure them out.
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: pjeanphi on April 20, 2014, 08:12:43 am
Hello

How reactive you are...
Thak you very much for faster selection...

Really good job !
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: ronaldefarmer on April 22, 2014, 01:12:13 am
I am unable to render movies with complex scenes in versions later than 0.95d. Anim8or crashes after rendering only 60 or 70 frames. Has anyone else noticed this?

Updating this post: It turns out this problem only occurs when rendering to avi. It does not occur when rendering movie frames to jpegs, which is really a good idea anyway when you think about it. I suppose maybe it was a codec problem or something like that.
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: nemyax on April 24, 2014, 12:30:04 pm
Steve
The topic title is still for build 1086.
Title: Re: Current Development Release - Build 1086, April 18, 2014
Post by: Pincho on April 24, 2014, 01:14:12 pm
I saw 1086 and didn't know it had been updated.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Raxx on April 24, 2014, 06:01:51 pm
I updated the title to the latest version.

Steve, alt works nicely now, thanks!

Some issues with transparent reference images. If Shaders are enabled, and the reference image doesn't have transparent info (like a .jpg file), and you set it as transparent image with a value of 1, it shows a blank/clear reference image (NVidia GTX 780, OpenGL 4.4). Also, values < 0 and > 1 are accepted with the decimal used for transparency, is this intended?
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Steve on April 24, 2014, 08:40:00 pm
raxx Here's an Anim8or project with 4 Reference Images using all 4 combinations of (Transparent/Non Transparent) and (Alpha = 1/Alpha=0.5). The image is a .gif file of a target with a transparent background, which show as transparent when the Transparent box is checked.  When Alpha is 1 the target is opaque and when it is 0.5 the target (and background in the image, if visible) are partially transparent. I think everything is working correctly here.

As for the values of alpha < 0 and > 1, I usually let parameters go outside the expected range because people have come up with some very interesting materials using negative values and values >> 1 for Ka, Kd, etc. including some interesting toon shaders. On the other hand it probably doesn't may sense for values like alpha to be out of range.

My graphics card (also Nvidia) does the same as yours so I guess that's how it handles it.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Claude on April 25, 2014, 01:15:22 am
Tell me if out of order here, but in the case of the jpeg, is it possible that the fragment shader actually samples the non existing  alpha channel of the RGB texture when  Transparent is checked ?

Shouldn't the option be disable anyway when the texture doesn't
have an alpha channel ?
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Steve on April 25, 2014, 04:54:59 am
Claude, thanks, that very well may be what's happening. The alpha channel is supposed to be defaulted to 1.0 when the image file doesn't have alpha but it just may never have been used in this way before. I'll look into it.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: SubDrag on May 01, 2014, 12:22:48 am
Some small feedback:
CAD Mode doesn't show length for each line
CAD dimensions seem to be using screen coordinates, but should be using world coordinates?
When clicking layers, if layer 7 is hidden, and you click layer 0, it still will select points from layer 7.
Reference images no longer show up in wireframe mode.
Environment mapping doesn't show in realtime using OGL, only during Render, even with shaders enabled.
ART ignoring diffuse color shading on greyscale textures.
Window title seems to just say Anim8or, I think it used to have actual titles.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Steve on May 01, 2014, 08:42:09 pm
SubDrag: Thanks for the excellent bug report :)

CAD Mode doesn't show length for each line: I'm still deciding what to do here, but there will be something along this line. Showing all the line lengths gets way too cluttered.

CAD dimensions seem to be using screen coordinates, but should be using world coordinates? Can you give an example? I think that the coordinates are world coordinates.

When clicking layers, if layer 7 is hidden, and you click layer 0, it still will select points from layer 7. Yes, there are still some selection bugs associated with layers, such as Select All selects locked and hidden objects. I'll fix 'em.

Reference images no longer show up in wireframe mode. Should be fixed in next drop.

Environment mapping doesn't show in realtime using OGL, only during Render, even with shaders enabled.
ART ignoring
Cube Map environment maps work in all rendering modes, but single image environment maps are only supported in the software and ray trace renderers. I'm working on using GLSL for the shader language instead of assembly which will make it much easier to support this.

grayscale textures Strange bug, can you post an example?

Window title seems to just say Anim8or Thanks, I hadn't noticed. I'
ll fix this.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: SubDrag on May 02, 2014, 01:38:11 pm
Sounds good, thanks for feedback!

Oops I forgot I already posted about greyscale with a sample, sorry. http://www.anim8or.com/smf/index.php/topic,4778.msg34733.html#msg34733

The environment mapping was spherical yeah, but sounds like you knew about it.

For line lengths and screen coords, was CAD drawing mode lines, not mesh. : http://i.gyazo.com/1926408c79ab5adebee64cf0f70210d1.png

If too much on screen for showing line lengths, maybe just show the length for the one you clicked in status bar for now?

Also (per same pic), the bottom right has a positive number, top right had a negative number, of which there should have only been a negative number if it were using world coords because the line started at 0,0,0, so I think the coords are screen not world.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Steve on May 05, 2014, 06:06:58 pm
The coordinates are world coordinates. If you look at the axis in the lower left corner of the "TOP" view the Z axis points down so higher points on the screen have a lower Z value than the lower ones. In the "BOTTOM" view the Z axis is reversed with lower Z values lower on the screen.

Yes, I will add some kind of line length once I figure out a good way to do it.

Still chasing the other issues - especially the window title. It stopped working between build 1084 and 1086 but I can't figure out why.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Trevor on May 07, 2014, 11:46:07 pm
Hi, just thought id try registering to clarify a few things. We had problems registering a while back and only sub got in.

anyway, i was reading the replies and need to clarify some things.
first off here is the original image where i listed the bugs.
http://fgfc.ddns.net/Goldfinger/An8Bugs_1088.jpg

so, the world co-ords do not show correctly. Yes its a top view, but the line starts at 0,0,0 extentd left to -282,0,0 then up to -282,0,-238 then the final line comes down and right by some amount that the cad mode does not list unfortunately.
so, we know the world co-ords are between 0 and -238 yet clearly you can see its saying -119.6 and +118.4 which is wrong for world co-ords. These numbers also change if you move the view or zoom.

glad to hear your on the other bugs.

what ideas do you have for measurements in cad mode?
to list some ideas would include drawing measurement on last drawn / currently selected line (plus angle to previous line. I.e. In my image i have 2 90's and a 45-ish angle)

another but more complex suggestion would be most significant measurements at zoom level. I cant possibly imagine this coding monstrosity though.

thank you for an8 and have a good holiday,
Trevor
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Steve on May 08, 2014, 06:44:44 am
OK, now I see what you mean.  I was looking at it with the center of the view in the center of the screen in the default view. Moving it off-center shows the problem.  I'll fix this (but unfortunately not until August since I'm leaving in a few hours :( )
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Pincho on May 11, 2014, 09:57:15 am
Reference images are not working which has been mentioned. But they also vanish completely if you use the cutting tool on a model in front of them.
Title: Re: Current Development Release - Build 1088, April 23, 2014
Post by: Steve on May 11, 2014, 11:46:31 am
Pincho  thanks,  I'll fix that too when I get back.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on August 27, 2014, 05:44:56 pm
I'm back and just posted and update that I had been working on before I left but didn't have time to fully debug.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: ClassicTyler on September 01, 2014, 09:45:13 pm
OoOOoOOoh...so the new view makes my grid stand upright instead of on a flat plane. It's like this for all views aside from perspective. It's rather disorienting. Is this normal?
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 03, 2014, 11:07:36 pm
Build 1101 just posted with sub-folders for Objects, etc. in the menus. animcl1101.zip (http://www.anim8or.com/download/preview/files/animcl1101.zip)
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: MvGulik on September 04, 2014, 06:59:35 am
Quote
Fix #098-012 - Window titles don't work: Don't know why, it just started working again!!!
Erm. Things look a bit different on this [Win.XP] side.
While build 1097 was still saying "Anim8or" in the window titlebar.
Build 1101 is not even showing that on this side. (ergo: empty/blank titlebar) ... [Win.Xp]
---
edit's:
- Using Classic windows display here to.
- Title is displayed with the application icon in the window task bar. (nts: seems unstable)
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: dancingshoes on September 04, 2014, 07:00:24 pm
RE:1101

More info: I know this is really small potatoes in the grand scheme, but the window title bar does not display text in the "Windows Classic' display mode but does in Windows 7 or Windows XP screen theme modes. Title was displayed in 1078 and earlier in all modes. 'Disabling visual themes' in the comparability options kills the title too.

In the basic theme modes, the title seems to be there just not visible. (Autoit, the program I use to manage Anim8or, now seems to read the title OK. So basically my issue with this is resolved.)

And I really do appreciate/love this great program!

Dan
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Trevor on September 04, 2014, 10:17:41 pm
Major changes for build 1101:

Menu "Folders" for Objects, Figures, Sequences, Scenes: You can group Objects, Figures, etc. into sub-menus. Simply set the name of a virtual "folder" in the Object->Properties dialog.

Love it, great idea that works so far.


Settings menus moved: All of the Settings menus functionality has bee moved into Object->Properties, Figure->Properties, etc.

Ah great idea, makes much more sence

User definable Movie FPS: You can set the default for movie frames per second and the Limit Playback values for new projects.

Wasnt this always available?


Fix #098-012 - Window titles don't work: Don't know why, it just started working again!!!

Nope... sorry they are now completly blank.... the taskbar at least shows the correct windowtitle (with object name) but the Window title bar itself is blank.



Fix #098-016 - Material window doesn't show bitmaps when first opened after switching objects. Mostly fixed. Still might be able to happen but I can't reproduce a case.

Untested yet

OpenGL Resource Leaks: I fixed some problematic OpenGL resource leaks related to GLSL shaders.

N/A?


Major changes for build 1097:

GLSL Shaders: When shaders are enabled Anim8or now uses GLSL shaders by default. You need OpenGL 2.0 or later for this and the original ARB assembly shaders are still supported. Use <Ctrl-B> to toggle through GLSL -> ARB fragment programs -> OpenGL materials.

Love the ability to change to OGL and Normal, GLSL non-functioning

Add Separate Snap-to-Angle setting: There is now a separate snap value for angles. You can set the value in the Options->Grid dialog.

Oh wow, love it. there is however a glitch where during rotation the object will keep snapping to 0 and then the next snap which is very distracting and epileptic....


Add optional numeric labels on the grid lines in axis aligned views (Front, Back, Top, Bottom, Left, Right). They are off by default and are enabled in the Options->Grid dialog by checking "Show Scale".

Wow absolutly love this, so simple yet so loved.

Bug #098-009 Fixed: Materials disappear after viewing properties dialog.

Untested

Bug #098-010 Fixed: Picking uses old viewport immediately after zooming with the mouse wheel.

heh, no wheel so untested

Bug #098-011 Fixed: When the CAD ruler is on and the mouse wheel is used to zoom in and out, the dimension lines are not updated.

Dito

Bug #098-013 Fixed: CAD X/Y/Z-axis coordinates are wrong.

Yay fixed

Bug #098-014 Mostly Fixed: Reference images show as transparent without image in wireframe. However partially transparent images (alpha < 1) show as alpha = 1 in wireframe.

Cool, ill test this next.



Suggestions still required related to cad is the path drawing still needs each line to have its legnth so that I can draw my walls accuriatly (Currently only 2 walls give legnths all the rest only affect the CAD Mode if they add to the size of the structure.

Trev
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: MvGulik on September 05, 2014, 12:18:13 pm
Quote
#098-012 - Window titles don't work: Don't know why, it just started working again!!!
Additional:
- Using Move (Object mode only it seems) (activate(button) + *MClick in workspace) changes the title to "XYZZY".
(switching to a other Object resets the title back to normal.)(task bar title only in my case)
Title: Re: Current Development Release - Build 1101, ...
Post by: MvGulik on September 05, 2014, 02:18:58 pm
Spelling:
- Scene, Properties(Scene editor), [Move Image].
Should probably be "Movie Image".
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 05, 2014, 04:35:03 pm
XYZZY -- Heh heh.  You found some debug code that I forgot to delete.

Bonus question: What is the significance of "XYZZY"?  (No fair using Google - only answer if you already know. :-))

Thanks, fixed "Move" as well.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: MvGulik on September 05, 2014, 04:51:26 pm
Bonus question: What is the significance of "XYZZY"?
Erm ... Nope, nothing popping up at this side.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Trevor on September 05, 2014, 06:38:37 pm
Actually, Can I ask the significance of being able to switch to OGL?

It doesnt seem any faster than ARB and ARB looks a lot better.

I suppose OGL opens the door for vertex shading.

Ah I found XYZZY, hehe, IO knew I saw it before, yes its when you move an object.
Still, this is taskbar only as the WindowTitle is blank.

Trev
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 05, 2014, 07:16:10 pm
Trevor, OpenGL shaders, in the GLSL programming language, are much more powerful than ARB assembly language. It supports geometry, compute and tessellation.

More importantly, ARB assembly language (and a lot of things that Anim8or still uses) have been deprecated so it has to be replaced soon anyway.

Can you send me an example of something that looks different in to ARB and GLSL views?
Make sure that you're not comparing the "OpenGL Materials" mode. It use a different lighting model.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Kyle on September 05, 2014, 10:18:38 pm
Love the layer feature, when it works. Sometimes I'll turn off a layer and it doesn't hide things it should.

Also, you're probably aware, but sometimes materials will just dissapear once rendered. This chair for example, the white parts should show up as black.

Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 05, 2014, 11:36:45 pm
Trevor: I found a big, bad bug in the GLSL shaders' lighting for spotlights. I'm working on a fix. I guess I only tested infinite lights!

Kyle: Does these always happen, or only occasionally? If you can send me an example I'd appreciate it. A simple one is best :-)  And nice pic!
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Trevor on September 06, 2014, 03:35:55 pm
Hi Steve,
"Can you send me an example of something that looks different in to ARB and GLSL views?
Make sure that you're not comparing the "OpenGL Materials" mode. It use a different lighting model."


Yeah sorry, I mean OpenGL not GLSL.
GLSL is Not Applicable to me as I read its OGL2 only, My OGL is 1.5.4454 Win9x release.

Still, at least you are squashing another bug hehehe.

Trevor
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Deepthought on September 07, 2014, 02:02:43 am
Neat!
Could we get an updated specification doc for the an8 format?
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 07, 2014, 07:24:01 pm
Deepthought: I get something more up to date posted soon. In the mean time, is there any part in particular that you need first?
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Deepthought on September 07, 2014, 07:36:41 pm
Thanks!
currently, i am trying to figure out how weight painting is recorded.

ex.
Code: [Select]
weights { "mesh01"
                (1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))
                (1 (0 1))
              }
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Claude on September 09, 2014, 07:33:22 pm
Sorry if I interfere,but this post should answer your question.
It comes with a bonus: explanation of the Bone ID
making reference to the weightedby
list.
http://www.anim8or.com/smf/index.php/topic,2077.msg15145.html#msg15145

Hope it helps.
Claude
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Deepthought on September 09, 2014, 07:59:59 pm
that looks correct, thanks!
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 10, 2014, 10:27:04 pm
Short reply to force the "new" notification to make my edit more visible.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Trevor on September 11, 2014, 10:32:38 pm
Cool, so the only checkboxes still to be made to work are
Shadows
Backfaces (Which currently are always shown regardless of setting)

hmm... I dont see AA, ah well, no biggy for workspace

I have a suggestion for folders.
If a folder exists it should appear in the properties of other objects so they can be assigned that folder.

Trev
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 12, 2014, 12:04:39 am
You enable AA in the View->Preferences dialog, at the bottom of the OpenGL Workspace area.  The checkbox was always there, up higher,  but disabled because I hadn't written the code yet ;)
Title: Re: Current Development Release - Build 1103
Post by: thecolclough on September 12, 2014, 07:50:27 pm
Major changes for build 1101:

Menu "Folders" for Objects, Figures, Sequences, Scenes: You can group Objects, Figures, etc. into sub-menus. Simply set the name of a virtual "folder" in the Object->Properties dialog.
Settings menus moved: All of the Settings menus functionality has bee moved into Object->Properties, Figure->Properties, etc.
User definable Movie FPS: You can set the default for movie frames per second and the Limit Playback values for new projects.
yay! ;D

...also, i see Edit -> Delete Object is now Object -> Delete, etc, which you forgot to mention.  could i make one more (perhaps slightly finnicky) suggestion on that point?  personally, i'd shuffle Delete a couple of places down, underneath Attributes, maybe with a separator in between just to make it stand out from the rest of the list and prevent accidental clicking.

i'm liking the snap-to-angle thing in 1097 as well.  can see myself leaving that turned on near-permanently.  although, a couple of nitpicks again: there's still only one snap-to toggle button on the toolbar even though there are now two separate snap-to settings, and snap-to-angle doesn't seem to share the shift+click-to-toggle-relative-values behaviour that snap-to-grid now has...

If a folder exists it should appear in the properties of other objects so they can be assigned that folder.
little drop-down thingy, kinda like what happens with materials in the Cylinder Editor, Sphere Editor, etc dialogues.  i'll second this motion.

i'm going to have to embark on some ambitious new CGI short film project or something, to make use of all these improvements!  now, where did i leave my scriptwriting hat? :P
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: thecolclough on September 12, 2014, 07:56:48 pm
...hang on... in Scene mode, what happened to Settings -> Element?  i liked that control and i can't find it any more! :o
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 12, 2014, 08:47:05 pm
If you double-click on an element it will bring up the same dialog. The Settings menu was a bit of a mixed bag before. I tried to make things more consistent.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: NickE on September 12, 2014, 08:58:01 pm
Steve,

There are occasions when you cannot easily get to the element (for example: if it is inside another).  I use the menu access to element settings constantly.

Thank you,
NickE
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: kreator on September 12, 2014, 09:42:47 pm
Steve,

There are occasions when you cannot easily get to the element (for example: if it is inside another).  I use the menu access to element settings constantly.

Thank you,
NickE
So do I especially with modifiers!
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Trevor on September 12, 2014, 10:29:37 pm
Aggreed, if an object is in another (or hidden somewhere) its usefull to use the object select list then the settings>element.

Yeah sorry Steve, I should clarify that while I enabled AA in the dialoge, no AA actually takes place.
Im not bothered though as only render is importiant.

Any update on CAD Line legnth for Paths?

Trev
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: thecolclough on September 13, 2014, 09:37:04 am
There are occasions when you cannot easily get to the element (for example: if it is inside another).
i find this as well.  maybe the shortcut could be reinstated under Edit -> Element Settings (perhaps above Delete Elements), or Scene -> Element Settings?
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: ronaldefarmer on September 13, 2014, 01:57:58 pm
The new anti-aliasing feature does not work for me. If I am able to check the box for AA, then my graphics card supports this feature, right? What else might prevent this feature from working?
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 13, 2014, 06:44:39 pm
Trevor and thecolclough: Sorry about that -- I'll add it to the Scene menu.

ronaldefarmer: Hmmm, it should work. Maybe there isn't enough memory for a full sized multi-sample buffer. Try setting the Anim8or window fairly small and enabling AA, the exit and restart Anim8or.  If that doesn't work then I'll add some more diagnostic checks to try and figure out what's going on.
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: thecolclough on September 13, 2014, 08:03:13 pm
Trevor and thecolclough: Sorry about that -- I'll add it to the Scene menu.
thank you :)
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: ronaldefarmer on September 13, 2014, 10:34:31 pm
Steve,

I tried reducing the window size and restarting Anim8or, but no luck. You mentioned possibly not having enough memory; I don't know how much memory is required, but here are my system specs:

Operating System: Microsoft Windows 7 Professional
System Model: Dell OptiPlex 320 with OUP453 Motherboard
Processor: Intel(R) Core(TM)2 CPU 4300  @ 1.80GHz, 1800 Mhz, 2 Cores, 2 Logical Processors (overclocked to 2.2Ghz)
Installed Physical Memory (RAM): 2.00 GB
Graphics: ATI Radeon HD 2400 PCI 256MB


Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Trevor on September 13, 2014, 10:49:59 pm
About AA...

IT WORKS! :)

It requires a restart before it takes effect, please make sure you have done this.
I almost missed it but I was working in wireframe and just managed to notice the AA smoothing. Pretty cool.


As for element settings, thanks.

Trev
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: Steve on September 13, 2014, 11:09:24 pm
That should be enough if you don't have other 3D program running, though Windows 7 does take quite a lot of graphics memory.  If Anim8or doesn't gray-out the Enable-AA check-box then your graphics card is reporting that it supports at least one pixel format with multisample AA. There may be some other check I can make
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: ClassicTyler on September 14, 2014, 12:11:17 am
Thanks again, Steve for all your hard work.

Still wondering about the grid though. I'm not sure if it was a request or something I messed with...
I've looked through and haven't noticed anything different with my settings. I also downloaded your newest version just a few pages back.

I may have missed it (16 hour workdays suck) so I'll look again. Is there any way to change the grid to lay down?

The image below shows what it looks like when the camera is in the "front" position, cornered.
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: Steve on September 14, 2014, 12:53:06 am
ClassicTyler: I'll fix the grid in the next drop. Kept forgetting to chase that one down!
Title: Re: Current Development Release - Build 1097, August 26, 2014
Post by: ronaldefarmer on September 14, 2014, 12:57:16 am
Steve,

AA is working in the Anim8or workspace now, I had to enable it in the graphics card's control center. AA does not seem to respond to Anim8or's preferences though, even when "use application settings" is selected in the card's control panel. Is there any way to enable anti-aliasing in the OpenGL renderer?

In case I haven't mentioned it, Anim8or is amazing! Thanks!
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: captaindrewi on September 15, 2014, 11:05:24 am
 :o :)
1101 previous was fine
1103 ...very peculiar.
A quick look and test ,default settings, it renders ok.

Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: Steve on September 15, 2014, 05:05:55 pm
I can't reproduce to problem. Can you post the .an8 project and the About->SystemInfo data? And is AA enabled of off?

I assume that you are using GLSL shaders. If so try the Ctrl-B key to cycle through GLSL -> ARB fragment programs -> classic OpenGL and see if the problem is there for all of the modes.
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: captaindrewi on September 16, 2014, 01:06:17 am
It goes when i cycle through the modes.but returns when i return to the default.
problem only in default mode.
[I switched shaders on, nothing happened but when i turned it off the problem disappeared.]
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: kreator on September 16, 2014, 05:16:15 am
Drew: I had that problem until I updated my drivers, see http://support.amd.com/en-us/download now on openGL 4.4 which is the latest I think!
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: captaindrewi on September 16, 2014, 11:27:22 am
cheers K .will have a look.
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: MvGulik on September 17, 2014, 04:25:26 pm
With some of Anim8or's features needing different minimal OGL versions to be available to the user, I think it would be nice/good to have a little list with those (major only?) features and there OGL version dependently.

(O yea. Adding the Anim8or version(final?) when that/a feature was added would make the list version(an8) independent.) ... well, almost.
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: ClassicTyler on September 21, 2014, 01:10:49 am
In the newest build, when in Scene mode the "Settings" tab is missing as well.
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: Steve on September 21, 2014, 06:44:40 am
The settings tab is gone. I moved the Object /Figure /Sequence /Scene settings to the O/F/D/S->Properties menu.  The Settings - >Elements  command will be in the next development drop.   These tablets sure are hard to type fast on!!!
Title: Re: Current Development Release - Build 1103, September 10, 2014
Post by: ClassicTyler on September 21, 2014, 10:03:36 pm
Gotcha! Thanks a bunch. :D
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Steve on October 02, 2014, 09:21:12 pm
I just posted  Build 1112 (http://www.anim8or.com/download/preview/files/animcl1112.zip). There's lots of new stuff so check it out!
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: thecolclough 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:
and a couple of other things i've spotted:
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: thecolclough 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.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: ronaldefarmer 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?
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik on October 04, 2014, 06:56:12 am
Seems the text-display inside the work views got eaten in 1112.
(http://i.imgur.com/bwZirBMl.png?1) (http://i.imgur.com/bwZirBM.png?1)
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik 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 ...)
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik 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.)

Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: kreator 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....
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik 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.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik 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)
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: kreator 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.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Steve 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?
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Kyle 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
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Steve 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.


Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Steve 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.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: kreator on October 04, 2014, 10:04:55 pm
screenshot attached, points thru transparent faces have had this problem since 0.98 onwards 
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Kyle on October 04, 2014, 10:24:19 pm
Kyle: Any polygonal representation of a sphere will be an approximation because polygons simply don't have spherical surfaces.

 I get that, but in the thread there are several spheres linked to (in the form of plug ins for anim8or) taken from other programs that are much closer to perfectly round (as in same height and width) than what anim8or currently can provide on its own.  Yet they can't completely replace the built in primitive as the divisions are non editable.  I was hoping this could be addressed at some point as It seems like an oversight to me.  Keep in mind I'm not referring to the surface, just matching height and widths.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Steve on October 04, 2014, 11:56:33 pm
Hmmm. This looks like a driver bug.  What graphics chip do you have?
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Water Music on October 05, 2014, 12:33:30 am
I'm a pretty weak programmer, and of course haven't seen Anim8or's source code, but there are a few extra brains here at your disposal if you want any help if you want any help with the IK logic.  Just let us know what you need.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik on October 05, 2014, 03:28:16 am
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.)
Bummer. Although I figured this video card would eventually crap out. :(
- System restart, just in case: nope, no change.
- Other/better computer, not mine: yep, showing text as intended.

Code: [Select]
OpenGL Vendor:   Intel
OpenGL Renderer: Intel 915G
OpenGL Version:  1.4.0 - Build 7.14.10.4764
OS Version:      Windows XP Service Pack 3  (5.1)  Build 2600
+ O yea. Using the drivers direct from Nvidia(must be Intel). Instead of the older HP/Compact video drivers for this system (those where giving problems with a other program/game)



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?
I did gave it some thoughts when reporting, but found it a tricky one. Initially I was leaning towards inheriting the modifier layer. But that's strongly influenced by how I in general used to use them (more long turn modifier use). Other users will use them differently.
So, at this point I think just using the bound-mesh layer seems fine to.

*spelling*
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: captaindrewi on October 06, 2014, 12:33:05 am
This seems odd i was just doodling but found i couldn't interact with these models
moving vertices or extrude faces. though could initially. :o 1112build
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: ClassicTyler on October 06, 2014, 01:15:36 am
Steve, I have a weird question and request.

So when working with 2D items for like trees and stuff, there's the blue side and yellow side.
In lighted environments, the yellow side reflects the settings you have in the work field. The blue doesn't. I know it's there for a reason, but I'm using a lot of extra polygons just to cover the blue so everything is evenly lighted.

Is there something that can be done to have both sides lighted evenly? Or is that the industry standard?
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik on October 06, 2014, 05:32:30 am
This seems odd i was just doodling but found i couldn't interact with these models
moving vertices or extrude faces. though could initially. :o 1112build
See:
#098-024 - Point Edit Mode: Subdivision Meshes control points are not editable.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Claude on October 06, 2014, 06:22:25 am
ClassicTyler

Have you tried selecting  two sided in the material editor ?
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: MvGulik on October 06, 2014, 04:36:39 pm
Seems the text-display inside the work views got eaten in 1112.
It took a while for this coin to drop at this side. But, just in case.
Although my video is not showing the [Front, Back, etc] & Axis text in the workview. ... It is showing the Rules(Grid/Show Scale) values(assuming similar text rendering).

*language*
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: ClassicTyler on October 06, 2014, 07:41:24 pm
ClassicTyler

Have you tried selecting  two sided in the material editor ?
...


...I didn't even think to try that.
I've been using this program for almost 7 years LOL
I'm so sorry I can be a hassle to you guys. A lot of this is self-taught. I've only recently started posting on the forum. I'll play around with this some.

EDIT: Well, it works. Maybe I should ask things more often instead of putting off projects.  :'(
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: Steve on October 06, 2014, 08:45:32 pm
ClassicTyler: Default OpenGL uses the normal of a triangle when lighting. If the normal is pointed away from the light it the diffuse and specular components are set to 0. So the backside of triangles only show the ambient component. Two sided lighting uses the negative of the normal (plus a potentially different color) for the backs of triangles.

The yellow and blue sides shown for selected faces in Point Edit mode are to make it easier to see what's happening. Sometimes a face can have it's normal reversed and this helps find such cases.
Title: Re: Current Development Release - Build 1112, October 1, 2014
Post by: ClassicTyler on October 06, 2014, 09:03:40 pm
Steve,
I'm not at all smart. Thank you for making Anim8or accessible even for people like me and for people who DO know what they're doing. ;)
I'm learning new stuff daily, thanks to the forums. I should have joined a long time ago! I feel like I can finally start getting more stuff done on the projects. Keep up the great work!

Also, once you get to the celshading/bloom lighting updates, let me know. I'll be happy to test things for you!
My environments will be standard with the lighting, and the characters will have celshading.
Title: Re: Current Development Release - Build 1113, October 6, 2014
Post by: Steve on October 06, 2014, 09:50:52 pm
These should be working in 1113 :)

MvGulik, kreator and many others: #098-024 - Point Edit Mode: Subdivision Meshes control points are not editable.
MvGulik: #098-025 - Effect Modifier sets wrong level.
Title: Re: Current Development Release - Build 1113, October 6, 2014
Post by: MvGulik on October 06, 2014, 10:25:10 pm
Thanks. :)

O dear. One little (v1113) modifier problem though. When trying to create a new/empty modifier, its not showing in the workview (The yellow outline. The element itself seems to be created thou, shows in element list).
(Checked on two computers.)

(work-around: Modifier becomes visible when its bound to something/mesh.)

*stuff*
Title: Re: Current Development Release - Build 1113, October 6, 2014
Post by: Steve on October 06, 2014, 10:46:26 pm
Rats!  I rushed 1113 to fix the Subdivision point-edit bug and guess I didn't do enough testing :(  I'll post a quick update of just this fix soon...
Title: Re: Current Development Release - Build 1113, October 6, 2014
Post by: Trevor on October 07, 2014, 10:12:15 am
hmm.... a little... well... big problem here.

An8 1112 and 1113 wont open. I have to use task manager to close it.
If I click it again before closing it still registeres the autosave is in use by another an8 session.

An8 1103 works fine and still opens

Trev
Title: Re: Current Development Release - Build 1113, October 6, 2014
Post by: captaindrewi on October 07, 2014, 10:13:16 am
1113.. point edit now works but still not able to interact with faces.
Title: Re: Current Development Release - Build 1113, October 6, 2014
Post by: Steve on October 07, 2014, 02:43:30 pm
captaindrewi: I need something more specific. You can't select the faces of a Mesh in the Point Editor? Or a Subdivision object?
Title: Re: Current Development Release - Build 1114, October 7, 2014
Post by: Steve on October 07, 2014, 03:32:30 pm
Quick update 1114 to fix disappearing modifier bug.
Title: Re: Current Development Release - Build 1114, October 7, 2014
Post by: kreator on October 07, 2014, 04:16:52 pm
1113.. point edit now works but still not able to interact with faces.

When models are subdivided, you are unable to extrude, scale, rotate, etc faces, I think this is what drewi means. Problem is also in 1114 version.

My problems with transparent faces and points showing thru have gone away now, but had to downgrade my graphics driver, works OK with OpenGL 4.1 but not 4.4 version.
Title: Re: Current Development Release - Build 1114, October 7, 2014
Post by: MvGulik on October 07, 2014, 04:19:02 pm
Quick update 1114 to fix disappearing modifier bug.
:)


Playing around a bit with faces in point edit mode:
- I tried to extrude a selected face on a subdivided mesh. No go. (ok on a none subdiv. mesh)
This was with a clean an8 process + 2 Primitives(Dodecahedron), One as Mesh, One as Subdivided.

One additional problem (as of v1112) here seems that if I use/load some other file with additional stuff. And try to do the same thing anim8or sometimes just crashes (No clear reproduction at this moment).
The window error message I get after killing the anim8or process goose something like this (Translated from Dutch)
"Can't complete the operation"
"Access denied"
(message probably not related to anim8or)

Hope its help a bit.
Title: Re: Current Development Release - Build 1114, October 7, 2014
Post by: MvGulik on October 07, 2014, 04:52:22 pm
Using a additional subdivision item in the current workspace seems to trigger, or at least up the chance, for a crash.
- 3 Primitives(Dodecahedron), One as Mesh, Two as Subdivided.
- Point edit mode.
- Face selection mode + select face on the Mesh. (although selection of a face seem not always needed for anim8or to do down)
- Activate extrude face + Click on work space.
At this point anim8or generally goose down at this side.
Title: Re: Current Development Release - Build 1114, October 7, 2014
Post by: Steve on October 07, 2014, 08:32:55 pm
Lots of related bugs in Subdivision meshes.  I have them fixed but want to do a bit more testing before posting an update.  Sorry about the bugs!
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Steve on October 08, 2014, 12:11:42 am
Fixed the crashes and uploaded 1115. Hope that everything is fixed!!! :)
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: cooldude234 on October 08, 2014, 04:59:37 am
Lol, with all theses updates coming out so fast I had to create a sub folder in my downloads just to keep it all straight :P
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: MvGulik on October 08, 2014, 09:01:53 am
v1115 looking good and stable so far. :)
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Steve on October 08, 2014, 01:41:03 pm
cooldude234: You can delete 1112/1113/1114 - they're essentially the same as 1115 but with more bugs to make your life more interesting :)

MvGulik: Finally!
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Trevor on October 08, 2014, 07:02:01 pm
hmm... 1115 doesnt load either. it exists in task manager and the autosave complains if a session is open, but not wndow or taskbar button shows.

sorry,
Trev
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: MvGulik on October 08, 2014, 10:15:33 pm
Just in case.
How to Report Bugs Effectively (http://www.chiark.greenend.org.uk/~sgtatham/bugs.html)
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: johnar on October 09, 2014, 05:45:54 am
 Bingo. I have the same problem as Trevor. (http://s18.postimg.org/nbb3zykhh/Not_Happy_G.gif)

All versions here are working within Windows Xp, with compatability mode left default. (win95)
......And....
 All versions pre 1112 are opening fine in Win 7 (home premium, compatability mode set to Win Xp service pack 3) BUT from Version 1112 onwards, tho they seem to be opening, nothing at all shows  on the desktop or taskbar. (its like it hasn't opened at all. But it is definaely 'running')
(Have tried all compatability settings available)
 Theres no display at all.
 
 So something has changed, and the change was probably made at the update from 1103 to the next version, 1112)
 The relevant listed updates/fixes , on page 1 of this thread, are quite a few, so thats about where my 'assumptions' should probably stop.
 Some details... i'm using 32bit Windows 7 home premium. (ACPIx86-based pc) .
 My Display adapters:  NVIDIA GeForce 7800 GT, Driver version 7.7.7.7 date 7/20/2005.

 Please let me know of any other details that could be helpfull. In the Geforce properties, the resources are showing 'no conflicts' and, of course, theres a ton of other details in the 'property' option of the 'properties box',
 Sorry to report. I know you're really busy Steve. But figured best to report it now. In the meantime, i'm quite happy getting along here with version 1103.

 Anim8or is growing... e x p a n d i n g (http://s8.postimg.org/j64xwcx9d/Big_Grin_Gry.gif)
 
 
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: jwalt on October 09, 2014, 10:02:09 am
Out of curiosity, I just downloaded, unzipped, and launched 1115. I've not been grabbing the latest and the greatest, but thought I'd take a look and provide feedback on the not opening problem. It does seem to open and run on my system: Win7 Home Premium (SP1), with ATI Radeon HD 4300/4500 series video). Made no changes to compatibility mode, since it opened with the default setting.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Trevor on October 09, 2014, 01:25:29 pm
"How to Report Bugs Effectively"

I assume that was directed at me.

I do have my OS next to my name and have already posted a screen of the OGL stuff recently before so I didnt think it nessesary to post it all again.

However, it it a good point as something could have easilly changed and more than likely Steve may have forgot, so here it is.

OS WIN98se + KernelEx4.5.2 (Versions above 0.95 dont run without KEX)
OGL 1.5.4454 ATI RADEON x800/SSE2 + a huge list of extensions e.g. GL_ARB_shadow

With a dual boot to Win7 an8 fails to run with any version in any compatability mode, but this I think is a seperate issue.

I have no problems with 1103 at all, so something has definatly changed other than the requested CAD stuff.

Trev
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: MvGulik on October 09, 2014, 01:54:21 pm
"How to Report Bugs Effectively"

I assume that was directed at me.
Only in part. So that would be a Yes and a No at the same time. ;)

Either way its a good read. And it might help in smoother (in general) issue related communications.
Even I can do with a refresher on the subject from time to time. :)
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: JunkerKun on October 09, 2014, 07:31:43 pm
Win 8.1, Build 1115, trying to scale a group of models, get crash.
Not sure if it was reported yet, just decided to make sure it is.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: kreator on October 09, 2014, 08:13:48 pm
Confirm grouped model, causes crash when using scale tool.

Windows 7
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Water Music on October 10, 2014, 12:04:06 am
Can also confirm crash when scaling groups.  One subdivided object in the group, if that helps any.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: kreator on October 12, 2014, 07:30:42 am
Build 1115

Having problems with textures now, everything coming out Pink! see attached object , this room is supposed to be a cream colour however  with a bump map in place its all pink. picture frames should be in wood texture but they are pink as well.

attachment 2 loaded in 0.98 is how it should look
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: NickE on October 12, 2014, 01:34:17 pm
Steve,
   Thank you for continuing to support Anim8or.  I use it almost on a daily basis. 

Bugs to report:

1) Builds 1086 to 1115: Loss of Precision in Orientation in Object Editor:  If orientation is set in the "Parameters" dialog box to a value, the value is changed to a lower precision number when the dialog is reopened. 
   For example:
      A cylinder is drawn randomly
     "Cylinder Parameters" dialog box is opened by double-clicking the cylinder
     I change the "Orientation (PYR)" to 90,0,0 and "OK" is clicked
     "Cylinder Parameters" dialog box is opened by double clicking the cylinder
     The values shown are 89.966,-0.000,-0.000 and the cylinder looks as if the orientation has noticably changed
     
This is mostly likely due to the variable types being used in the quat-to-PYR function and/or the PYR-to-quat function.  Should be a quick fix.

2) Builds 1112 to 1115: Figure editor will not allow moving, rotating, or scaling of objects attached/added to bones.

3) Builds 1112 to 1115: Any mouse dragging for movement, rotation, scaling, etc on a group in Object Editor will crash Anim8or.  Double-clicking to open the "Group-Parameters" dialog works without crashing.

Thank you!
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Steve on October 12, 2014, 04:07:38 pm
I 'm visiting friends for a few days and will be back home Tuesday evening. I'll fix these issues as soon as I'm back.

kreator: The pink color looks like a missing texture coordinate in a shader. Are you using GLSL? Can you send me the material? Does it still do that when you switch to other OpenGL modes with corn-based?
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: kreator on October 12, 2014, 04:19:01 pm
No I switch off with   Ctrl/n also Ctrl/B as I kept getting remnants in any texture, all the textures are there and I had readjusted the texture cordinates with the 1115 build, but still keep getting a pink render, though the actual texture list "embossed wall" is correct displayed.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: johnar on October 13, 2014, 01:41:34 am
 I've opened build 1115 in windows xp sp3.
 Just wanted to confirm NickE re unable to move, rotate or scale objects attached to figure.
  And note to Nick. We've never been able to 'scale' objects in figure mode. (would be cool if we could though)  (http://s6.postimg.org/9pdpaahst/whtwink.gif)
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Steve on October 16, 2014, 02:11:41 am
NickE:

1) Builds 1086 to 1115: Loss of Precision in Orientation in Object Editor:
This is the same thing that happens in the Scene editor and it has since at least 2005. That's the limit of the conversion code to/from quaternions. I'll see if I can improve it but I'm not too hopeful at the moment.

2) Builds 1112 to 1115: Figure editor will not allow moving, rotating, or scaling of objects attached/added to bones.
Will be fixed in next drop: #098-034 - Can't move or rotate of objects attached to bones.

3) Builds 1112 to 1115: Any mouse dragging for movement, rotation, scaling, etc on a group in Object Editor will crash Anim8or.
Likewise this will be fixed: #098-035 - Object Editor: Manipulating Groups crashes (movement, rotation, scaling, etc.)

These and the other similar bugs were all introduced by the massive edit I did cleaning up the code to prepare for future work, including Layers.

Thanks for the bug reports, everyone!
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: ClassicTyler on October 17, 2014, 06:58:09 pm
Question! And I'm not sure it's been addressed elsewhere or with an update I haven't applied yet.

Transparency and transmaps don't get along when rendering. In the work field it shows to have transparency yet in a render it's not.

Thanks again for all your hard work with the updates.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Raxx on October 17, 2014, 08:27:47 pm
Please provide an example file, the textures, and a screenshot, and before posting bug reports make sure you are using the latest development release.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: ClassicTyler on October 17, 2014, 09:10:30 pm
Please understand this is for a personal project so I can't give anyone the model but I'll be happy to give the details.  :-[

The top image is the work field. It's a .bmp texture with .5 transparency single-sided. (I've already tried double sided to see if that works.)
The bottom is the render. BUT it doesn't have the transparent property.

I'm using the standard scan-line renderer (I've already tested the ART renderer).
I'm using the newest version during the time of this post, version 1115.


Also, forgive the low-poly/low-res stuff. This is for a background object.  ;)
Once I can get these little kinks out, I'll start sharing more of my stuff!
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Steve on October 17, 2014, 11:21:46 pm
ClassicTyler: Can you send me a simplified project? For example, delete everything but the smoke and the top part of the chimney. I also need the smoke texture file (or something similar that shows the same problem.)
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: ClassicTyler on October 18, 2014, 12:54:06 am
I'll be happy to do that.
Also, in the newest build, when you group objects, then ungroup them, it crashes the program. I tried it three times and it did it all three. Hopefully it's not just me.



Observatory_Smoke is, of course, the smoke.
Observatory_Bush_Alpha is the transmap it uses. (It uses the same alpha as my low-res bush lol)

Hopefully you can recreate the problem.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: ClassicTyler on October 18, 2014, 01:07:05 am
Playing with it a bit, I noticed I had a group of objects had already been grouped inside the new set I was trying to "group" and "ungroup".

But you should probably still know about that. :P
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: kreator on October 18, 2014, 05:37:56 am
ClassicTyler: Some fundamental errors with your file, in the texture department if you use a transmap you just stick it in the texture transparency slot at 100 there is no need to add transparency of 0.5 in the main section its conflicting, no need to add ambient texture either. Positioning of the smoke is crucial as well.

See render that I did below
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: ClassicTyler on October 18, 2014, 04:27:47 pm
I appreciate the help but my issue is that the smoke itself ALSO needs to be transparent. I think you may have answered that it's not possible on the Facebook group but maybe Steve could find a way?
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Raxx on October 18, 2014, 06:13:00 pm
I agree that the Trans parameter of the material should also affect the material even with a transparency map applied, an effect compounded on the visible parts of the trans map.

A solution for now would be to darken the trans texture so that the white is more gray. This would make it see-through.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: ClassicTyler on October 18, 2014, 07:42:08 pm
Oh! I didn't even think about that. I guess the world's not so black and white. ;)

Thanks for the help. I'll use that now until a better solution is made.

EDIT:
Below is the result. This area is lowpoly/low-res because it's a background area. However, with the "Smoke" behind the puff you can see the plan worked. Thanks again to those who help. And thanks to Steve again for working so hard. I'm sure he'll find a way to make transparency like this easier.

And as I get more work done I'll be happy to show more!
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Trevor on October 19, 2014, 12:50:57 am
This issue can be solved by setting the transparency to 0 and then setting the transmap to 50 (or whatever percentage you want)
You will only see the bounding box in the OGL workspace but it will render correctly.
If you need to export the model then apply the same percentage to the transparency value (e.g. 0.5) and export for compatability with other modelers/games

Trev
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Steve on October 19, 2014, 11:34:16 pm
Yes, you should use a material transparency of 1 because that uses 100% of the transparency from the texture. With this setting the scanline and ray-trace renders work correctly with your texture. However the OpenGL code doesn't show the smoke at all.  I'll fix that.

#098-038 - OpenGL transparency textures don't show.

Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Kyle on October 20, 2014, 05:47:44 am
Kyle: Does these always happen, or only occasionally? If you can send me an example I'd appreciate it. A simple one is best :-)  And nice pic!

Thanks. Sorry about the late reply. For a while I was trying to replicate the hiding glitch and was starting to wonder if I imagined the whole thing, but I stumbled on it again. Though again, this file is far from simple.  I have not yet been able to recreate it yet in a simpler example.  (I'm using using yesterday's build at the moment)

In this example this chair is set to layer 2. Toggling it hides and reveals as it should. But when I disable layer 0 it hides it as well.

Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: Kyle on October 20, 2014, 07:12:43 pm
Kyle: Are there any groups in your example? I'm still not able to reproduce it with just two objects.
The chair is a group, yes.
Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: kreator on October 20, 2014, 07:39:48 pm
Ron: Theres no light thru transparency if you are using ART still get the block shadow cast with a plane

First attachment is with ART and two local lamps.

Second attachment is in scanline same lamps.

Have to use care when positioning planes, otherwise in my case, you get the middle one showing the planes outline! :o

Title: Re: Current Development Release - Build 1115, October 7, 2014
Post by: cooldude234 on October 20, 2014, 08:09:34 pm
Have to use care when positioning planes, otherwise in my case, you get the middle one showing the planes outline! :o
You need to have the specular map set to the same as the transparency map (or the alpha channel in this case!).
But the problem is that if you use the png in the specular mapping it may also choose to use the colour channels as well.
So I think the solution to this problem would be to have an option in the surface texture editor to use colour or alpha channels or both when loading a png (like have a radio button for the three choices).
I can't see that being something too hard, as I assume Steve is binding and loading the textures to the vram manually through Opengl (loading the array of pixels -> calling opengl to load to vram). I don't see any image handling libraries specifically for OpenGL in anim8or so that's why I assume.
Title: Re: Current Development Release - Build 1118, October 19, 2014
Post by: neirao on October 20, 2014, 10:53:56 pm
only for help..again my olds tutorials for FIRE AND SMOKE in ray tracer mode!!  :D
(http://img175.imageshack.us/img175/1347/firesmokegc3.jpg)
(http://img3.imageshack.us/img3/7602/montagemtrick.jpg)
links full tutors:
http://www.anim8or.com/smf/index.php?topic=2939.0
http://www.anim8or.com/smf/index.php/topic,1805.msg13341.html#msg13341
 8)
Title: Re: Current Development Release - Build 1118, October 19, 2014
Post by: Trevor on October 22, 2014, 06:16:04 pm
"you should use a material transparency of 1 because that uses 100% of the transparency from the texture"

This is fine so long as you model with Seperate colour/alpha textures.

If you model with single textures (to maintain constraints for old HW such as the N64) then the use of material alpha with a 1bit alphamap is definatly required.

E.g. One texture mode for the N64 is 4Bit Greyscale (I/A) where the 4Bit grey colour is copied to the alpha chanell.
So, for text, I would use a 4Bit IA type, if I have the texture as opaque then it is simply shows a black box with white text on it.
If I set it to transparent then it should work with the texture copied to the transparency map.
if I wanted the text to be further transparent I would set the mtl alpha to .5

This method does not work as shown above, the only way to simulate it is to set the mtl alpha to 0 and then set the transmap to 50.


The good news is that anything requiring 1bit alpha (selected in texture mode - Darken, Alpha Mode Final) works fine with mtl alpha.

Trev

P.S. Oh New Build, testing...

doh... looks like im stuck with 1103
Title: Re: Current Development Release - Build 1121, October 23, 2014
Post by: Steve on October 23, 2014, 09:25:09 pm
Check out build 1121 that fixed a lot of bugs in materials with multiple textures!
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: neirao on October 25, 2014, 02:00:36 am
Very nice PNG render in Raytracer transparency work now in "BUILD 1122" thanks :)!!

Steve, is possible in nexts builds EXPORT IMAGES /IMAGES SEQUENCE to .PNG
WITH TRANSPARENCY PIXELS EMBED in the png files??


Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: thecolclough on October 25, 2014, 01:08:56 pm
BUG REPORT: movies exported as a PNG sequence generate separate RGB and Alpha files per frame, instead of a single combined image.  (i think this is what neirao is talking about as well)

i set up a test scene (as threatened earlier) using 3 different layers, and tried rendering it as a PNG sequence; the same parameters which i had used in the still-image renderer to save a single RGB+Alpha file (PNG, RGBA, Image + Alpha) instead produced 2 files per frame.

on a related note, i've noticed that when you export a movie using Image + Alpha, any empty areas default to black in the RGB channels, instead of obeying the background colour set for the scene's environment.  This could lead to unsightly dark edges around different render layers when they are composited in post-production, so could it be altered to fill empty areas with the user-defined background colour like it does when rendering without Alpha?

also while setting up my test file, i found the Options -> Layers dialogue is still missing from scene mode.  not sure if that's deliberate or not?
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Trevor on October 26, 2014, 12:51:11 am
Oh My... I just got 1121 to open.

I was messing around with a different video card that allows dual screen in 98 (the 9700 Pro) as the x800 while works on primary screen doesnt support the secondary unfortunatly.

When using single monitor the 9700 has all the same drivers and OGL stuff that the x800 has, just a little slower.
So, when I ran 1121 it still didnt start.

HOWEVER...

When running the 9700 in a dual monitor configuration, an8 says its using OGL1.1 instead of 1.5.
Just out of curuiosity I tried 1121 and voala... IT WORKS :)

So, OGL 1.5 is broken in 1121

Now to test these CAD amd layer features Ive been dying to try :)

Trev
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: cooldude234 on October 26, 2014, 02:15:06 am
98!?!?!?
Darn, and I was told I was living in the past with a laptop running xp still :P
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Steve on October 26, 2014, 09:33:03 pm
Trevor: Anim8or does not choose what version of OpenGL to use - it's simply reporting what your computer is using. When you use two monitors with the 9700 Pro it's driver only supports 1.1.  What do the "OpenGL Vendor" and "OpenGL Version" in the About->System Info dialog say? Doh! It's in your screen capture...

So what's happening is that you are not using the graphics card at all. The vendor is Microsoft, which means that you are running completely in software, no hw acceleration at all. Microsoft wants OpenGL to die and for everyone to switch to Direct3D so they haven't updated their OpenGL code in more that 15 years.

It's probably your dual monitors that are causing the OS to fall back to software OpenGL. There was no official support for dual monitors in Win98 and all the vendors  did what they could to get it to work, often reverting to Microsoft's sw OpenGL.


(I didn't even know that Win98 was still legal!!!  :) )
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: cooldude234 on October 26, 2014, 09:54:57 pm
Microsoft wants OpenGL to die and for everyone to switch to Direct3D so they haven't updated their OpenGL code in more that 15 years.

Ewww, direct3d!
I do know Mesa3D has a software version of opengl that supports 2.0 (possibly 3.0 now). But I don't know if you have to link to it during compile or you can just replace opengl's run-time library (.dll) by copying the mesa3D opengl32 to the same folder as the exe just like with the windows version.

EDIT: there are also a few other alternatives to software rendering with opengl just so you know
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Steve on October 26, 2014, 10:04:27 pm
I don't want to use SW acceleration. HW acceleration is always better. 99% of today's Windows computers support it in some form for WinXP and later, more like 100% for Vista and beyond. Trevor is using Win98 in a way that Microsoft never supported. The 9700 Pro's support of dual monitors is a testament to a lot of work by ATI (and I'm an NVIDIA fan so I don't say something nice about ATI without a good reason :) ).
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Steve on October 26, 2014, 11:15:28 pm
neirao:
Quote
Steve, is possible in next builds EXPORT IMAGES /IMAGES SEQUENCE to .PNG
WITH TRANSPARENCY PIXELS EMBED in the png files??

Yes, this will work in the next build. All you need to do is check the RGBA box (which is the default) and select the .png format. Somebody in the Anim8or Software Department forgot to pass that information from the movie rendering code to the image saving code. :)

Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Trevor on October 26, 2014, 11:41:45 pm
Hmm... so... that explains a lot. Thats why games slow down in extended desktop mode.
Apart from Superfast an8, its always fast :) even on a 233Mhz CPU of my laptop I used to use.

Ok, so, whenever I use the 9700 or the x800 in single monitor config with full HW accelleration an8 dies after v1103 (Of which prior and inclusive of 1103 all work flawlessly in both HW and SW modes).

With that in mind and the OGL version is irellevent, what could be the cause of the fail of builds 1108-1122?

I mean, I only jumped on OGL because of the version difference.

I Suppose, the other difference is all the ARB Extensions in HW mode.

"(I didn't even know that Win98 was still legal!!!   )"
hahaha, I have a lot of legacy stuff and while I can tripple boot into 7 and 8 as well, An8 refuses to load in those OS's (Any version of an8) hence I always use 98 for modeling and server. Basicly, I loaded 8 for testing purposes before giving tech support on it, and I loaded 7 for the same reason.
One little caviat to these 2 OS's is internet TV which now no longer works in IE6 and flash 11 on 98.


As for CAD stuff, amazing, Im really enjoying the features.

The default layer and copying from layer to same layer is great.
Didnt you say there was some sort of click combo to set default in the toolbar? So far I cant find it and I have to use the Options>Layers dialoge.

I love DebugA Mode.

My Next suggestion to basicly call the DebugA mode complete is to add angles like in a picture I posted in the CAD thread.
90' angles could be skipped or have the little square Right Angle symbol.
In addition to the numbers you could embrace them within a coloured ark (say red, so its different to the legnths) and if the ark is too big for the line on screen then the text is removed untill you zoom in sufficiantly to allow the text to show within the ark.

I havnt tested all this PNG stuff as I have no use for it.

Trev

P.S. I have just throught of another suggestion.
Can we set a default preferance for Texture mode so that I can have all new mtls 'Darken' instead of decal.
Darken is the default OGL and N64 way of using textures with diffuse colours.
I notice however others including yourself will want to keep using Decal. Im not sure why. Before I got into modeling I used the default but now I always use darken because it allows you to colour textures or shade them darker or bright depending on where they are.

EG, I can have 1 dry mud texture and darken it to 128 and it will now look like wet mud.
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: neirao on October 27, 2014, 12:35:58 am
Thanks Steve,
yes i no saw before the "RGBA box"  :) yes for export SINGLE IMAGE WORKs!
PS:only for test i try export .png image after render in "object mode" and the " RGBA box" for transparent pixels no work.. :'(
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Steve on November 01, 2014, 12:37:08 am
Check out build 1124 with a few fixes and Layer support for Figure components.
Title: Re: Current Development Release - Build 1124
Post by: thecolclough on November 01, 2014, 11:10:33 am
just downloaded 1124 and re-tried my multi-layer PNG test scene.  it's now saving the RGBA frames correctly, but still generating Alpha-only files too.  not a huge issue as i can bulk-delete them afterwards, but still a bug of sorts (i think?)

also, not sure if this got through last time, or if so what you thought about it:
i've noticed that when you export a movie using Image + Alpha, any empty areas default to black in the RGB channels, instead of obeying the background colour set for the scene's environment.  This could lead to unsightly dark edges around different render layers when they are composited in post-production, so could it be altered to fill empty areas with the user-defined background colour like it does when rendering without Alpha?
?
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Steve on November 01, 2014, 11:47:02 pm
thecolclough If you render a movie to RGBA .png files select only the image channel Anim8or makes full color RGB with the appropriate alpha channel. The background (where the alpha is 0) will be whatever color it is on the screen, which you can set to any color (or an image, etc) in the Scene->Properties dialog using the Environment button.

The black background and separate alpha images are created when you select Image+Alpha Channel which outputs both channels as you'd expect. The black background makes it possible to blend the images with another image an not result in a color fringe tinted the background color. This is not possible with the back ground color which can vary when you use an image or panorama.  See the user manual for how this works:
http://www.anim8or.com/learn/manual/7_scene_editor.html#the_alpha_channel (http://www.anim8or.com/learn/manual/7_scene_editor.html#the_alpha_channel)
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: thecolclough on November 03, 2014, 06:06:27 pm
If you render a movie to RGBA .png files select only the image channel Anim8or makes full color RGB with the appropriate alpha channel.
That'll be what threw me - i assumed that if you selected Image only, it wouldn't include the alpha data.  thanks for clarifying.

The black background and separate alpha images are created when you select Image+Alpha Channel which outputs both channels as you'd expect. The black background makes it possible to blend the images with another image an not result in a color fringe tinted the background color. This is not possible with the back ground color which can vary when you use an image or panorama.
erm... i was about to protest that a black fringe is sometimes worse, but i suspect i've misinterpreted something here... *goes away to do a bit more reading about this compositing lark* :P
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Steve on November 03, 2014, 06:47:52 pm
When the alpha is somewhere between 0 and 1 you need to blend the color of the object with the background color. If alpha is 0.75 then the object image which has been pre-multiplied by alpha is at 75% brightness. When you multiply (1 - alpha) times the background color you get 25% of it's brightness.  Adding the two together for the final image give a perfect blend.  There is no resulting black fringe.

If there was any extra color from the Objects background (say a purple background) it would always bled into the final image even though there was no purple in either the object or the image that it's composited with.
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: thecolclough on November 03, 2014, 07:22:16 pm
yeah, done a bit of reading and experimenting and i see where you're coming from now :)
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: kreator on November 04, 2014, 08:02:31 am
Build 1124 Keeps crashing when using UV tool whilst in subdivision mode. Just normal Jpeg images, also sometimes cannot exit faces that are yellow on occasion, if I save and exit then reload the texture has been applied
Title: Re: Current Development Release - Build 1122, October 24, 2014
Post by: Steve on November 04, 2014, 04:23:48 pm
Does this always happen, or is there a particular model/set of circumstances in which it occurs? I'm having trouble reproducing the crash.
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: kreator on November 10, 2014, 06:48:28 am
Just got 1127 version and am still getting crashes this happened just moving some points whilst editing a morph target.

Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: kreator on November 12, 2014, 04:40:05 pm
STEVE: Any joy? on my above crash, which is regularly occuring now, but does not do it with 0.98
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: Steve on November 12, 2014, 05:17:38 pm
I'm having trouble reproducing the crash. I've tried several different subdivision models with active modifiers, with/without textures, with a single/multiple materials, etc. but can't reproduce the crash.
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: MvGulik on November 16, 2014, 12:35:51 pm
Fixed: v0.9.8 build 1137 (http://www.anim8or.com/smf/index.php/topic,4795.0.html)
Crash on Undoing a Material (color) change. (1129 specific)(XP)
- Clean Anim8or. (Object mode)
- Create Material01. (defaults+OK)
- ReOpen Material01 + Change Color (Diffuse) + OK
- Undo (button|CTRL-Z)
* Crash

*fixed update*
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: Trevor on November 17, 2014, 04:29:03 pm
I can NOT confirm this bug as I followed each step and it did undo correctly.

However... The version I am using is 1127+. I checked for 1129 and it does not exist...???

Trev

P.S. I was to mention this before but forgot, Steve, can you re-enable the OGL Version string? Its usefull to quickly determin if im running SW or HW, and 1.2 or 1.5.
Did I ever mention that the 'New OGL' does in fact work much quicker (Ctrl-n / debug menu-NewOGL)
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: MvGulik on November 17, 2014, 05:17:31 pm
Two step trail to 1129: http://www.anim8or.com/smf/index.php/topic,5012.0.html
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: Steve on November 17, 2014, 08:01:30 pm
MvGulik: I can reproduce the crash.  I should have a fix for it in the next build.  Thanks for the bug report!
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: MvGulik on November 18, 2014, 10:19:37 am
Roger.
All in good time. Version 1.0 will not run away. ;)
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: MvGulik on November 23, 2014, 09:05:42 am
Fixed: v0.9.8 build 1137 (http://www.anim8or.com/smf/index.php/topic,4795.0.html)
Just in case.

(Copy|)Cut + Paste on Groups seemed to have picked up a new issue in build 1127(+1129).

- On a Group with only one included Mesh item (Create Mesh a bit off-center from origin.), it seems to also paste back the included Mesh as separate item. (Anim8or is now in a crash prone state)

- On a Group with more than one(2) included Mesh items, Anim8or seems to lockup after the paste.

OS: XP & Vista.

*fixed update*
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: MvGulik on November 23, 2014, 10:24:11 am
Just tagging a long outstanding, and a bit tricky, issue as fixed.

Related (old) post(s):
- Bug: lost assigned materials (http://www.anim8or.com/smf/index.php/topic,2068.0.html)

- Group elements lost there main-material after: Scale(both types), undo, cut|copy, paste.
- Fixed: As of Build 1118.
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: Trevor on November 23, 2014, 01:20:14 pm
Suggestion:

UV editor.

Now I know you have the projector, but any chance of having a full uv editor?

Currently I export my model to obj and import in a tool called lithunwrap. This tool is very good but its still an external program which requires export and re import.
If this could be integrated into an8 that would be awesome.

Main features are being able to drag vertices across a texture and have them shown in real-time on model.

One other drawback of lithunwrap is that it only shows 1 repeat of the texture and also no snap to grid.


Thoughts?

Trev
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: Steve on November 23, 2014, 07:23:38 pm
MvGulik: Verified: #098-046 - Copy/paste of group with one mesh: location offset and crashes.

Trevor: Yes, the list of feature requests includes a UV editor. See the Feature Request Thread (http://www.anim8or.com/smf/index.php/topic,4647.0.html) in the Anim8or v0.98 Discussion Forum.

Note: Fixed in build 1137: #098-046 - Copy/paste of group with one mesh: location offset and crashes.
Title: Re: Current Development Release - Build 1127, November 9, 2014
Post by: MvGulik on November 25, 2014, 09:32:09 am
Fixed: v0.9.8 build 1140 (http://www.anim8or.com/smf/index.php/topic,4795.0.html)
Two, just in case, crashes.

(Undo): Mirror on a parametric/modifier item + 2x undo.
 
(Mirror): Mirror on path/text item. (missing "Solid only" message.)
 
- Version/Built: (-?-) .. 1138.
- OS: XP & Vista

<Steve>
Both verified, thanks:
#098-047 - Crash: Mirror on a parametric/modifier item + 2x undo.
#098-048 - Crash: Mirror on path/text item. (missing "Solid only" message.)
</Steve>

Roger.

*fixed update*
Title: Re: Current Development Release - Build 1137, November 26, 2014
Post by: Steve on November 27, 2014, 07:15:00 pm
Check out the new build 1137 (http://www.anim8or.com/download/preview/files/animcl1137.zip) dated November 27, 2014!
Title: Re: Current Development Release - Build 1137, November 26, 2014
Post by: Smirkyguy on November 27, 2014, 07:45:30 pm
Two bugs to report in 1137

One, "Thick Lines" defaults to on, even if it was off in the previous session.

Two, the new point tool still selects points when set to lines only, and used with the Drag select tool.

Also, this is a long standing issue, but the "Remember Window Location" setting doesn't remember whether the window was maximized or not.
Title: Re: Current Development Release - Build 1137, November 26, 2014
Post by: Steve on November 27, 2014, 08:17:04 pm
I haven't changed the Drag-Select tool yet so it still selects points at the ends of the edge when the edge is selected.  That is the old behavior.

Fixed the Thick Lines bug.
Title: Re: Current Development Release - Build 1137, November 26, 2014
Post by: Smirkyguy on November 28, 2014, 02:03:22 am
ok, but I would still like a fix for having to maximize the window at the start of every session. I know it isn't a priority, but it would be greatly appreciated.
Title: Re: Current Development Release - Build 1137, November 26, 2014
Post by: Steve on November 28, 2014, 03:24:28 am
I couldn't get that to work before - I'll look into it further.
Title: Re: Current Development Release - Build 1138, November 28, 2014
Post by: Trevor on November 29, 2014, 06:36:45 pm
Loving the new build.
I agree that line thickness should be remembered as I prefere the normal lines (1px)

I like the red highlight whilst in fast selection mode.
It makes it obvious that it will select something rather than alter something, which is one reson I dissabled it before now. Everytime I moved a point it would accidently select another point and move it. With the highlight I now dont make that mistake.

I also like the combinded Point/Line and face tool. Its good that if one desires one can disable a certian selection.
But it certianly does improve fill holes in that instead of having to switch to line mode, select the lines, then fill, then return to point mode.

Trev
Title: Re: Current Development Release - Build 1138, November 28, 2014
Post by: Smirkyguy on November 30, 2014, 12:19:51 am
Yay! thank you Steve! now all we need are normals maps and it'll be perfect! ;D :D
Title: Re: Current Development Release - Build 1138, November 28, 2014
Post by: Trevor on November 30, 2014, 02:56:03 pm
Oh, nice. :)



Ok, just did a quick test and the bug I thought might come true has in fact surfaced. (posted in http://www.anim8or.com/smf/index.php/topic,5029.msg36956.html#msg36956 )
Cannot modify selection of P/E/F's

So, using box selection I selected a bunch of points.
I want to move them but clicking empty space and moving de-selected them...
I tried again but this time clicking a point, however it de-selected my selection and only moved 1 point...

This is quite a big bug now, at least in my opinion.

Thanks,
Trev
Title: Re: Current Development Release - Build 1138, November 28, 2014
Post by: Steve on November 30, 2014, 08:11:23 pm
Trevor: Currently (in build 1138) you use the right mouse button to move things without deselecting anything. It behaves exactly like the Arrow-Select tool except that it can move things as well by click-dragging the mouse.

LMB: click on any part: selects only that one thing and deselects the rest, then performs operation.
LMB: click in empty space: deselects everything.
MMB: deselects the one item that you click on and performs the operation.
RMB: adds to the selection is you click something unselected, then performs the operation.

Note: You can always revert to the original Anim8or behavior by turning off Fast Select (hot key <Ctrl-t>, and the "F" button in the to toolbar)

Note 2: This part is all still being defined. See the discussion in the Big Changes to Point Edit Tools (http://www.anim8or.com/smf/index.php/topic,5029.0.html) thread. And don't forget to give your feedback! I see that you've already posted there.
Title: Re: Current Development Release - Build 1138, November 28, 2014
Post by: MvGulik on December 01, 2014, 12:12:54 pm
Nice new(1139) Modifier (with bound item) handling when using 'Convert to Mesh' and 'Convert to Mirrored'.
:)

*spelling*
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Steve on December 06, 2014, 01:59:04 am
New build 1140 posted with nice things in Point Edit mode. Check it out!
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: ronaldefarmer on December 06, 2014, 07:01:40 am
Excellent work, Steve! I'm able to get things done with significantly fewer mouse clicks using your latest build. This is a big improvement. I can't help thinking that maybe uniform face extrusion and uniform bevel are just around the corner.   :)
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: neirao on December 06, 2014, 01:49:53 pm
Thanks!
 1 - im misses the FAST SELECTION in another buttons for EDIT FACES:
(http://www.anim8or.com/learn/manual/buttons/b_face_extrude_u.gif)(http://www.anim8or.com/learn/manual/buttons/b_face_extrude_con_u.gif)(http://www.anim8or.com/learn/manual/buttons/b_face_inset_u.gif)
(http://www.anim8or.com/learn/manual/buttons/b_face_peak_u.gif)(http://www.anim8or.com/learn/manual/buttons/b_bevel_u.gif)(http://www.anim8or.com/learn/manual/buttons/b_bump_u.gif)
..etc

2 - in "FIGURE MODE" when we "select all bones" all buttons work fine for time saved in "LENGTH and ROTATE"
but i misses fast edit function for "NEW BONE" button:
(http://www.anim8or.com/learn/manual/buttons/b_bone_u.gif) for create "fasts bones in simples clicks"
because when "new bone add" all anothes bones are "deselecteds automaticaly" so we need AGAIN click "new bone button" or "KEYBOARD 'N' "

3 - you implements the "MIRROR BONES" very cool but is good too the "FREE ALL BONES / EDIT MULTPLES BONES" like my old post:
(http://img239.imageshack.us/img239/7439/ideas02500pxli8.jpg)

very helpfull and timesaved!!

4 -  Steven can you some day implements LOCK/UNLOCK OBJECTS function? like this
[/youtube]
you insert the LAYERS OBJECTS OPTIONS, but i think that in some cases  is more easy and helpfull
"lock the objects" for edit meshs/create morphs etc, without touch another objects and SEE ALL OBJECTS as reference.

i think that is very easy for implements, some code like this in EDIT OBJECT MODE:
//code
if (target.locked!=false){
  EDIT POINTS, EDGES AND FACES RELEASE
}else{
 NOT ALLOW EDIT "VISIBLE OBJECT" locked..
}

like my old post,  the images disappeared  :(
(http://t0.gstatic.com/images?q=tbn:ANd9GcTiCX5G2hayob2oZqkVyONfb_bTrHCXD1Xj7Bi7jaHM1PW7PBr9ug)
http://www.anim8or.com/smf/index.php/topic,1313.msg11252.html#msg11252

the "morph reference choose" you already implents! thanks ! :)
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Trevor on December 07, 2014, 02:30:10 pm
New Build working great except for maximized start (http://www.anim8or.com/smf/index.php/topic,5039.0.html).

Im liking the localised scaling.

Trev
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Gyperboloid on December 07, 2014, 06:44:36 pm
Hello Anim8or world...again. Have logged in just a couple of times like in last years, lot of changes in my life ( good/few- bad/lot ). But still here :). Wow wow wow, Anim8or is more alive as ever ! :D
I feel like I lost the ball, since haven't follow the growth of our little ( little?!! ... " you talkin' to me ?!! "  8) ) buddy. So since I used a lot to 0.97d I can make the comparison with the new one. My computer( laptop) specs are : Windows 8.1 , NVIDIA GeForce GT 730M, OpenGL 4.0 .
About that "BigSize window on start-up of program" thing I have no problem, it starts fine as it did in 0.97d too. Although I have some problem to start Anim8or. Some times it doesn't start at all. Actually it does in some specific order: I have to run the 1061 build first and then I can run any others, 1140 including. Otherwise, I start the 0.97d ( and find out actually it does the same for other builds ) and it says something about " can't register file extension" but starts anyway, only not full window size. All the other builds start full size, just fine.
Now, what seems not to work for me at all is that new point editing selecting changes. I can use the Fast Select button but I can only select points, edges,  faces by one each time with the LMB. I cant move them like with RMB by adding a selection to a previous selected item ( P/E/F ).So with the RMB, if there is a face selected, if I try to move that one selected with another one by selecting that second one only the second will be moving and the first will be deselected. Kinda a mixed up situation. Also those RMB and MMB same movement affects seems to be confusing after "normal" 0.97d controlment. All that "old Anim8or behaviors" work fine with the Fast Select off. Screenshot below ( since me myself can't understand what I wrote here ;D ) :

That ALT usage for the Arc Rotate is good, although I hope Steve wont shut down the old good Ctrl + r shortcut for it, I like it a lot, keep them both please ;)
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Steve on December 07, 2014, 07:51:24 pm
Gyperboloid: With Fast Select enabled, there are different behaviors clicking without dragging, and click-dragging. See the topic New Point Editing Rules (http://www.anim8or.com/smf/index.php/topic,5035.0.html) for the details. Let me know if there are still any problems (and, of course, I always like to hear any feedback, suggestions, etc :) ).
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: johnar on December 07, 2014, 09:23:49 pm
Quote
That ALT usage for the Arc Rotate is good, although I hope Steve wont shut down the old good Ctrl + r shortcut for it, I like it a lot, keep them both please
+1 for that.
 Using the Alt key can certainly make things easier, but there's times when when i'd like to stay in Arc Rotate, without needing to keep finger on the Alt key. (like when sitting back navigating around your masterpiece in Arc Rotate and needing to reach for the coffee. lol)..
 Have spent a little time with fast select button on now. Lookin fwd to being able to pick the points more easily tho. (i know you're working on that one Steve)
 When i see the red showing on edges and faces that cursor is over, (cool), it feels like a little red circle should appear when you hover over a point.
 But i guess thats easier said than done...(http://s6.postimg.org/p4cqdev8d/grysmile.gif)
 Loving Anim8or all over again. Great Stuff Steve. Awesome program.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Steve on December 07, 2014, 10:41:57 pm
Little red circle --- hmmm --- not a bad idea at all!
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Gyperboloid on December 08, 2014, 12:17:33 am
Hah,now I got it,although I have read it before. So actually it's more about LMB usage. Yet, for now a little bit confusing on when to use it, since used to shortcuts.
Maybe, then, about some other things have noticed:
1) remember that draw+selecting, by holding Ctrl down and selecting and deselecting with LMB RMB and MMB ? Keep in mind I refer always about 0.97d in which it worked perfectly and I loved it :) By holding down the Ctrl it was possible to click with LMB or RMB or the MMB and continuously select items, leave mouse buttons and while still holding Ctrl key select or deselect by left middle or right clicking again. Now the RMB is "out of the game". Also when Ctrl is pressed and any of mouse buttons used ( MMB LMB ) you have to release Ctrl then push it again and only then mouse buttons will affect the selecting again. In other words : push Ctrl and hold it down, click with LMB/RMB/MMB and drag while pressing the mouse button ( don't let it go until select everything want ) then let mouse button but don't let Ctrl (pressed all the time  ) and then you are able to click with mouse button and continue selecting. All that in 0.97d. Now, when selected something and released mouse buttons  (only, Ctrl still pressed ) then, if want to continue selecting by pressing mouse button again you can't proceed , you have to release Ctrl first and press it down again, only then start clicking with mouse buttons.

2) the points,edges,faces buttons under coordinates and x,y,z, buttons. The p/e/f now are enabled all together, while in the old version only one item was every time. When there was a need to change say from points to faces only faces ( g shortcut ) could be enabled and the points were disabled automatically. Now we have to enable faces ( once pressing ) and to disable ( twice pressing ) points ( of course all that when points not needed ). I just wander if there will be the need for all enabled . Wont it be kind of confusing ? All that because it was kinda safe to manipulate one item every time and not to be afraid of to mess it up. Although it's kind of total freedom and it needs just to get used to it and since these implementations are some new things , additional possibilities, while the old ones wont be taken down, then I guess it's alright. Maybe others can give their opinion about it ?

That's about new things. There're some old little things like for example world coordinates and object coordinates , where LMB and RMB affect the opposite axes, in y- axis ( up and down movement with LMB ) with moving ( which is the " problematic", rotate is good ) tool the LMB acts in z-coordinates while the RMB which should affect in z-coordinates does it in y-axis. Also the MMB do exact the same with LMB, maybe there's a way to " release" it ( MMB ) since it does nothing different ? And object coordinates has the same affect with the world coordinates , even after rotating object's pivot .

That's for now. :)
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: MvGulik on December 08, 2014, 12:43:30 pm
Quote
"can't register file extension"
Just some general information on this windows message.
This is probably a general Window-rights/protection thing. (Vista, and up I guess)

Anim8or checks its own register "Version" key to see if it need to update the general/default "Run an8 with ..." register settings. Its probably that second part that triggers that message.

(Can also be triggered when Anim8or is started in a Admin-type user account. Only using "Run as Admin" seems to not trigger this message.)

*spelling*
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Steve on December 08, 2014, 05:37:32 pm
Anim8or keep information in the register in two places.

1. It stores user preferences, most recent files opened, etc., in the user key HKEY_CURRENT_USER.

2. It also associates the ".an8" file extension with the current Anim8or executable, and optionally the ".3ds" extension. For Win2K and later OSs this is in the "Software\Classes\" key in HKEY_CURRENT_USER which is a user-specific key. In per Win2K OSs the global HKEY_CLASSES_ROOT is used because the user-specific one didn't exist.


Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: cooldude234 on December 09, 2014, 06:04:38 am
Latest version has a bug. I can't select multiple faces when holding down the ctrl key.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: kreator on December 09, 2014, 05:31:40 pm
Latest version has a bug. I can't select multiple faces when holding down the ctrl key.

No, neither can I  in 1140, it was always useful to fast select a whole load of faces whilst holding down the rightmouse , but  using shift instead is able to multi select but not as the old way you have to click each face. If fast select is unchecked it works though.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Raxx on December 09, 2014, 06:27:42 pm
I've mentioned wanting paint-select functionality retained in fast-edit mode for Ctrl as well, right from the start. Ctrl with the move tool moves things along the normal, which is weird to me. I'm in agreement with all you guys on that.

kreator, you don't have to hold shift to multi-select while right-clicking. Right-clicking adds on to the selection like normal in fast edit mode.

Gyperboloid, regarding point #2, I haven't had any issues with it, really. Once the point-picking problem is fixed, fast-edit mode will be a breeze with all of them enabled. And if you need to toggle anything in either mode, you can do it fast enough with 'T'. Personally, in the past, being limited to just one element at a time and constantly clicking between them has been far more annoying.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: kreator on December 09, 2014, 06:55:12 pm

kreator, you don't have to hold shift to multi-select while right-clicking. Right-clicking adds on to the selection like normal in fast edit mode.

Just checked it out again you can in fact use ctrl with paint-select ( or multi face selection ) in fast select just use the left mouse when holding down ctrl. TBH with all these new things happening its just getting confusing! LOL!!
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Raxx on December 09, 2014, 07:20:35 pm

kreator, you don't have to hold shift to multi-select while right-clicking. Right-clicking adds on to the selection like normal in fast edit mode.

Just checked it out again you can in fact use ctrl with paint-select ( or multi face selection ) in fast select just use the left mouse when holding down ctrl. TBH with all these new things happening its just getting confusing! LOL!!

Only with the select tool can you do it. What I'm after is to retain this functionality in all the transformation tools, so that you can paint select with, say, the move or scale tool, without having to enable the select tool just for that.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Gyperboloid on December 10, 2014, 12:45:25 am

1) remember that draw+selecting, by holding Ctrl down and selecting and deselecting with LMB RMB and MMB ? Keep in mind I refer always about 0.97d in which it worked perfectly and I loved it :) By holding down the Ctrl it was possible to click with LMB or RMB or the MMB and continuously select items, leave mouse buttons and while still holding Ctrl key select or deselect by left middle or right clicking again. Now the RMB is "out of the game". Also when Ctrl is pressed and any of mouse buttons used ( MMB LMB ) you have to release Ctrl then push it again and only then mouse buttons will affect the selecting again. In other words : push Ctrl and hold it down, click with LMB/RMB/MMB and drag while pressing the mouse button ( don't let it go until select everything want ) then let mouse button but don't let Ctrl (pressed all the time  ) and then you are able to click with mouse button and continue selecting. All that in 0.97d. Now, when selected something and released mouse buttons  (only, Ctrl still pressed ) then, if want to continue selecting by pressing mouse button again you can't proceed , you have to release Ctrl first and press it down again, only then start clicking with mouse buttons.


Raxx, that's what I said before. Now the RMB doesn't affect that paint-clicking by adding to the already selected as it did in previous, not even when Fast Select is off. I guess it's not a bug as a such, but because of all those new "Point Editor Selecting Rules". The thing is that if you want to select say in a line of faces 2 groups of faces which are separated by some faces you do not want to select you cant use this paint-selecting since you can select only the first group of faces and not the second one by RMB adding to selected since it doesn't affect it.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Raxx on December 10, 2014, 04:06:12 am
Alright, sorry, was hard to understand what you were trying to say.

In summary: The RMB doesn't work anymore when paint-selecting.

Basically, what I propose (which I've proposed before... (http://www.anim8or.com/smf/index.php/topic,5029.msg36925.html#msg36925)) that you guys might agree on is:

An issue that I'd like to bring up is the bit about modifier keys and consistency with their usage.

I'm 100% for streamlining the modeling process to where the number of mouse clicks not manipulating geometry is reduced as much as possible and the number of keystrokes that don't directly affect that manipulation is reduced also. That's why, to me, it's important that these modifier keys hold high-demand functionality. Any key on the keyboard can be a modifier key...however the ones that make the most sense to me are: Tab, Shift, Ctrl, Alt, and Space.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Steve on December 10, 2014, 06:43:19 pm
Gyperboloid and johnar:
"That ALT usage for the Arc Rotate is good, although I hope Steve wont shut down the old good Ctrl + r shortcut for it"
Absolutely - I don't plan to change that :)

Gyperboloid, kreator and Raxx:
"I ... paint-select functionality in fast-edit mode for Ctrl ..."
OK I see the problem now :) . I'll fix it so that in both Fast-Select and Normal, in both the Object Editor and the Point Editor it'll work like this while holding the <Ctrl> key:

LMB: On mouse click: Deselect everything and select anything the mouse is on.
On mouse move: Paint-select things the mouse touches.

MMB: On mouse click: Deselect anything the mouse is on.
On mouse move: Paint-deselect.

RMB: On mouse click: Select anything the mouse is on.
On mouse move: Paint-select things the mouse touches.

This is for Arrow-Select, Rotate, Scale, and Move. In Point-edit Move the MMB will move in the normal direction.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Steve on December 10, 2014, 07:38:48 pm
OK I see what happened. When I implemented using the <Alt> key for a quick arc-rotate, Anim8or couldn't use the <Alt>+RMB to simulate MMB. I changed that to <Ctrl>+<~Shift>+RMB ==> MMB. That made the RMB unavailable whenever the <Ctrl> key is pressed.

What to do.
1) Do we need a substitute for MMB?
2) If so is it OK to use <Shift>+<~Ctrl>? Or ???
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Steve on December 10, 2014, 08:22:01 pm
I have this working now but with some caveats - there are too many existing uses of the <Alt>, <Shift> and <Ctrl> keys to maintain all previous choices. So:

1) There is no alternative for MMB. You must have a 3-button mouse (or wheel mouse that clicks) to use the middle button.
2) Currently there is no way to move points along their normals. The <Ctrl> key now temporarily switches into paint-select. The <Shift> key was already used to change grid-snap to be relative to the old position (as opposed to no <Shift> which is globally snapped). There are no good keys left to use. OK that was typing without thinking. The Move points tool can use the MMB for moving along normals.

We have to make choices. I think that having the paint-select functionality widely available is a big enough win to override existing rules. There are other ways to support move-by-normals, (or possibly remove the local-vs-global grid snap use of the <Shift> key) but they won't be as convenient. Let me know what you think.
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: johnar on December 10, 2014, 10:49:10 pm
 Sorry, my input here may be a little left field. I'm not doing the fast mode and modelling thing as much as others involved here in this conversation, so my opinion on a lot of these things would not really be keeping up with the play.
 Although, if i feel i may have a helpfull thought, i'll defineately voice it.
 So, heres one, which may have merits, but could actually be way off the mark.
 re:
Quote
there are too many existing uses of the <Alt>, <Shift> and <Ctrl> keys to maintain all previous choices.
...steve
 I'm looking at my keyboard, and wondering what else could be available. So heres a thought. (just a thought).
 All the numpad keys are used for changing views, except the 1(?). In keeping in line with numpad being used for views, could the '1' be used for fast arc rotate. (or normal arc rotate) somehow.
 Arc rotate uses the Ctrl. (Ctrl+r), and the Alt. Perhaps moving Arc rotate over to the numpad could 1) keep all view keys in the same area, and 2) free up the Ctrl and Alt keys a little.
 Perhaps even just click numpad 1 for ArcRotate ON and again for ArcRotate OFF?
  maybe........?

Quote
Gyperboloid and johnar:
"That ALT usage for the Arc Rotate is good, although I hope Steve wont shut down the old good Ctrl + r shortcut for it"
Absolutely - I don't plan to change that :)
Yes i know. Ironic i should suggest a change here. lol.  (http://s6.postimg.org/zd57j8ja5/gryrolleyes.gif)
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: Raxx on December 11, 2014, 04:50:32 am
Steve, your quandary is what was troubling me for a while now. Ctrl, Shift, and Alt are very useful but also very precious. I think it's great having Ctrl as paint-select, it's worth having. Alt for arc rotate is a no-brainer, in my opinion, as it's already been invaluable to me. For the shift key...I think the gridsnap relative/global deal can be a Options->Grid setting. This would free it up for more high-demand uses for Shift, such as alternate functionality for tools, or to toggle a more sophisticated Snap functionality available to all tools.

I agree with the 3-button mouse requirement. This is production software so it's not unreasonable. Also, there are programs that'll let a user define a keyboard key as a middle click (heck, it's easy to program it using autohotkey).

Johnar, the point of having Alt to toggle Arc Rotate is its quick accessibility and rapid, intuitive, usage. Traditionally: Right-hand on the mouse, left hand on the left side of the keyboard. Once you're used to using Alt, you'll be using it all the time without having to think about it, especially if you're doing in-depth work. Personally, I use it every couple of seconds during modeling sessions that last up to 3-4 hours. We're talking thousands of hits--and I use it a lot when rigging and animating too.


It might be about time for a fundamental addition to the UI/process in Anim8or. Anim8or is getting sophisticated to the point where non-beginner/high-level/low-demand stuff will begin crowding the basic workflow, yet still needs to be there and quickly accessible to the advanced users.

Here are some ideas:

So...I don't know about others, but my left-hand thumb is always on Alt or nearby it. Food for thought: Spacebar is right next to Alt. I consider it a candidate modifier key for, say, the context-menu stuff I mentioned above. Space is currently used to clear the selection, yes, but single-clicking in empty space could be implemented to clear the selection instead.

Just my two cents ;)
Title: Re: Current Development Release - Build 1140, December 5, 2014
Post by: johnar on December 11, 2014, 05:43:05 am
Quote
Traditionally: Right-hand on the mouse, left hand on the left side of the keyboard. Once you're used to using Alt, you'll be using it all the time without having to think about it,

 I sorta figured that moving quick access for arc rotate to the right hand side probably wouldn't really cut it. Just at the time thought it might free up some Alt and Ctrl usage, but i do understand what you're saying. Good point, and point taken. (http://s6.postimg.org/4y98eizkt/grywink.gif)  Cheers Raxx
Title: Re: Current Development Release - Build 1143, December 10, 2014
Post by: Steve on December 11, 2014, 06:12:49 am
Build 1143 (http://www.anim8or.com/download/preview/files/animcl1143.zip) is ready to download.
Title: Re: Current Development Release - Build 1143, December 10, 2014
Post by: neirao on December 11, 2014, 11:29:17 am
thanks Steve, but in my test still not work the SHORTCUT " 't' hotkey used for Edit->Select->SelectFaceEdges." :(
Title: Re: Current Development Release - Build 1143, December 10, 2014
Post by: Steve on December 11, 2014, 04:11:55 pm
Arrrgh, forgot to include the file with the fix in build 1143. It'll be in the next one.
Title: Re: Current Development Release - Build 1143, December 10, 2014
Post by: johnar on December 12, 2014, 06:06:50 am
Hi raxx.
 I gave you such a short reply before, sorry, was rushed at the time.
 Got some thoughts on yours.
Quote
Right-click buttons for context menus that give more options.
I've always been a fan of right click menus. It you cant find it somewhere else, it just might be there. .
Quote
Right-click buttons and toggle a different alternate function or "mode" for that button--changes that button's appearance to reflect the change.
That sounds cool. Good old right click as well. Not something you normally hit by accident.
 Also helps to keep things out of the way.

The other 2 are a bit beyond me right now, but i'm sure they have merit.
 Absolutely agree with the  right click suggestions
 I should say that i, (i'm sure many) do really like the ápparent simplicity 'of anim8or, and although she's getting more powerfull under the hood, it doesn't scare you when you open it, its friendly, and it goes well. lol

 One more thing.
Quote
'Thumb on the Alt Button'
Excellent. Thats probably, for me, the quote of the year
I'm hooked on it. Its just such a good thing.
   Thank you for the tip, raxx  (and thanks steve, for the button.  (http://s6.postimg.org/p4cqdev8d/grysmile.gif)
 
Title: Re: Current Development Release - Build 1143, December 10, 2014
Post by: cooldude234 on December 16, 2014, 02:39:25 am
Alt for arc rotate is a no-brainer, in my opinion, as it's already been invaluable to me
I really want that moved to the z key though, I really miss my alt-print screen, I use that pretty much every time I use anim8or (for rough sketches on top of 3D models) and its really annoying having to crop an image from it when I use just normal print screen (dual monitor set up makes the total resolution of an print screen to be 5280x2160).
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: Steve on December 17, 2014, 08:05:48 pm
One new release before Christmas: Build 1145 (http://www.anim8or.com/download/preview/files/animcl1145.zip) extends fast select to most tools in Point Edit mode and a few other goodies. Se this topic's main entry (http://www.anim8or.com/smf/index.php/topic,4795.0.html) for details :)
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: Raxx on December 18, 2014, 07:26:42 am
Hey Steve, the extension to the other point-edit tools is great! It's a natural evolution, in my opinion :)

A couple of comments:
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: captaindrewi on December 18, 2014, 02:44:02 pm
hi steve, why is there no closed option in the knot editor?
as there used to be with the old path parameters in 0.98.
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: Steve on December 18, 2014, 04:20:19 pm
Raxx:

Ctrl-draw: Oops! Forgot to add it! I'll have it in the next build.
Accidental drag: Working on this ...
Add Edge: #098-054 - Add edge can crash when splitting a face. Looks lie I didn't do enough testing here.
Knots in Point Editor: Working on this too ... at least I fixed the crashes in #098-051 :)
Load failures: Yes, any failure should remove that file from the list. I've wanted to d that for a while but it never got to the top of the priorities.

captaindrewi: This is only available in the main Object editor if you double-click on the path when you are not in path-edit mode. I think it's always been this way.
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: captaindrewi on December 18, 2014, 07:57:28 pm
Steve
knot editor now replaces path editor.
path editor offers closed- 0.98 [top image]
knot editor now different and unsure how to achieve a closed situation- latest versions. [bottom image]
sorry if i'm missing something obvious.
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: captaindrewi on December 18, 2014, 08:09:35 pm
right... if i i click on another tool and then return to the path another dialog box appears with the closed option. :)
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: johnar on December 18, 2014, 10:11:28 pm
 Hi Steve
 Point picking seems great now. Little red squares. Nice one. (http://s8.postimg.org/j64xwcx9d/Big_Grin_Gry.gif)
 I'm still not getting any window names showing in top left corner, and latest 3 updates not opening in Wiindows 7. Haven't tried 1145 yet, but will do so today.
 Xp is handling all versions so far, but no window names, and no points showing in point edit mode, wireframe only. (flat and smooth view both showing points)
 Will give a more detailed report in the next day or so.
 Apart from those things.......All absolutely cool.
 Thanks. (http://s6.postimg.org/p4cqdev8d/grysmile.gif)

Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: Steve on December 19, 2014, 12:01:27 am
captaindrewi: OK I see now. If you double-click on a path in the Straight Path tool it brings up the Path Parameters dialog in v0.98 and earlier, but in the Curved Path tool it brings up the Spline Segment or the Knot dialog. But now both tools bring up the Segments or Knot dialog. -- I made this change because there wasn't any way to set the Segment or Knot parameters in the Straight tool. You now have to go back to the Select tool to do this.

Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: kreator on December 19, 2014, 06:31:17 am
You now have to go back to the Select tool to do this.

I,ve always done this!
Title: Re: Current Development Release - Build 1145, December 17, 2014
Post by: captaindrewi on December 19, 2014, 06:02:07 pm
seems to have changed at 1138.
1137 had the closed option dialogue box appear upon double clicking on the path.
1138 doesn't, until you click something else first.
the screen capture flv i included above shows what i mean.
as long as everyones happy with this,but to me its odd because not everyone is going to stumble across the solution.
Title: Re: Current Development Release - Build 1143, December 10, 2014
Post by: nemyax on December 20, 2014, 06:22:50 am
I really miss my alt-print screen, I use that pretty much every time I use anim8or (for rough sketches on top of 3D models)
Use GIMP's File | Create | Screenshot command instead.
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: Steve on December 20, 2014, 09:24:53 pm
OK one last update before I leave for the Christmas holidays. See the first post in this topis for changes.

Raxx: I didn't quite get the click-drag tolerance code finished so moving the mouse by even one pixel still counts as a move. It's "Coming Soon", along with the other minor things, so be patient :)
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: nemyax on December 20, 2014, 09:54:39 pm
OK one last update before I leave for the Christmas holidays.
Now the enabled component types don't affect highlighting any more. Everything's highlighted.
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: Steve on December 21, 2014, 01:52:49 am
nemyax: Yes, I noticed that, too.. Don't worry, I'll fix it but not until after New Years since I'll be gone until then.
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: JunkerKun on December 25, 2014, 04:32:56 pm
I may have missed a lot but...
How do I click MMB without actually having MMB then? My MMB is broken and I don't feel like buying a new mouse...
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: Steve on December 25, 2014, 11:18:59 pm
The MMB shortcut with Alt+RMB is not longer available. Alt is used to switch to Arc-Rotate mode.I had thought about using Shift+RMB or Ctrl+RMB but those are needed for other functionality. As it stands now you need a 3-button mouse.
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: captaindrewi on December 26, 2014, 11:16:02 am
mmb would be good though as my laptop is most often on my lap,so no convenient place for a mouse. can 'b' or 'v' key be used or any spare key?.
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: Trevor on December 26, 2014, 01:09:12 pm
Previously MMB was Ctrl+RMB so it worked with ArcRotate.
Since Ctrl is now paint select it cant be used for MMB.
To have too many combos (Ctrl-Shift) could be clumbsy for other features (Ctrl-Alt-Shift) and then say you want to paint something...

I have to say that while I now have a 3button mouse, I still use Ctrl-RMB and wounder why its not working before hitting my head and realising I have a 3rd button hehehe.

If for compatability reasons you re-implement Alternate MMB, I would say to make it a very low priority button away from primary ones such as Ctrl-Alt-Shift-Space.
Anyone with a 2 button mouse will get used to whatever key is assigned.

Trev
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: Owl on December 29, 2014, 04:00:28 pm
My humble opinion is that the standards established by Microsoft Word/Excel etc, for the mouse use, especially basic items such as selecting an object, adding and subtracting from object selections, would dramatically improve the adoption rate for Newbies and lower the learning curve.
Thank You.
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: nemyax on December 29, 2014, 04:20:13 pm
improve the adoption rate for Newbies
Is this really important?
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: Owl on December 29, 2014, 04:56:50 pm
 I edited my previous post, it was not clear, it was suppose to be about the use of the mouse in  the current development release - Build 1146.

Concerning the previous two post, Lots of people feel differently about lots of topics, as these two post show. For instance I would have thought it off topic to put in the last two post on this thread. But there you go I am weird that way.

This is were we are having the current Newbie conversation:
Anim8or Community > General Category > General Anim8or Forum > Where can I start?
Thank You,
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: JunkerKun on December 31, 2014, 05:02:46 pm
The MMB shortcut with Alt+RMB is not longer available. Alt is used to switch to Arc-Rotate mode.I had thought about using Shift+RMB or Ctrl+RMB but those are needed for other functionality. As it stands now you need a 3-button mouse.
Aw...
I really think the combo is needed. Not everyone has three button mouse (yes, that's rare but it happens) or someone may use laptop without a mouse. Or it may be just like in my case - broken MMB. And I don't really have ime to completely disassemble this thing to soilder a new button.
Or at least an option to select it. Really, pushing CTRL+R is not that long to change to arc-rotate mode.
Title: Re: Current Development Release - Build 1146, December 19, 2014
Post by: Deepthought on December 31, 2014, 06:30:13 pm
I think it needs an option in figure mode to set how an object is mirrored when added to a scene. the automatic mirroring causes some frustrating problems.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: danielstritt on January 03, 2015, 08:10:16 am
Running 1148 on Windows 8.1 64 bit, admin privileges. If you select "Remember Window Location" in the settings, then maximize window, then close it and reopen it, it crashes 2 times in a row. If you change the registry entry to say that it was not maximized, it works again.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: kreator on January 03, 2015, 01:51:33 pm
Running 1148 on Windows 8.1 64 bit, admin privileges. If you select "Remember Window Location" in the settings, then maximize window, then close it and reopen it, it crashes 2 times in a row. If you change the registry entry to say that it was not maximized, it works again.

Can`t replicate that crash been using it all day today no problems so far
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: danielstritt on January 03, 2015, 10:15:17 pm
Running 1148 on Windows 8.1 64 bit, admin privileges. If you select "Remember Window Location" in the settings, then maximize window, then close it and reopen it, it crashes 2 times in a row. If you change the registry entry to say that it was not maximized, it works again.

Can`t replicate that crash been using it all day today no problems so far

I can always replicate it, that's weird. Maybe there's some info I am not giving? Using GeForce 430 GT also. Uploading exported registry settings (as txt file), in case it was some other option that caused it as well.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: Steve on January 03, 2015, 11:22:07 pm
danielstritt: Can you start Anim8or from a command window with the parameter -traceinit and post the output?

C:\Users\Steve\MyApps\Anim8or\anim8or_1148.exe -traceinit


Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: danielstritt on January 03, 2015, 11:30:03 pm
danielstritt: Can you start Anim8or from a command window with the parameter -traceinit and post the output?

C:\Users\Steve\MyApps\Anim8or\anim8or_1148.exe -traceinit

I don't know how much help it will be, but this is all it shows, then exits.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: Steve on January 04, 2015, 12:14:44 am
Yes, it's helpful. The main window creation failed.  I'll add some more trace messages fro the next update to show a bit more of what's going on.  I think I can recover from it an create a normal (i.e. not maximized) window instead. I'll let you know when something is ready to try.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: Steve on January 04, 2015, 12:37:38 am
danielstritt: That was easier that I thought. Give this a try  build 1148plus (http://www.anim8or.com/download/preview/files/animcl1148plus.zip) and can you post the -traceinit log?

Note: you don't have to do a screen capture - click on the little red bird in the upper left corner of the text output window, select the Edit->SelectAll command and the the Edit-Copy command you can copy all the output as text.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: danielstritt on January 04, 2015, 03:50:11 am
danielstritt: That was easier that I thought. Give this a try  build 1148plus (http://www.anim8or.com/download/preview/files/animcl1148plus.zip) and can you post the -traceinit log?

Note: you don't have to do a screen capture - click on the little red bird in the upper left corner of the text output window, select the Edit->SelectAll command and the the Edit-Copy command you can copy all the output as text.

A little more info this time. Output:
Quote
begin: InitInstance()
       creating main window.
       GPreserveWindowLocation = true.
       GIsMaximized = true.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: Steve on January 04, 2015, 05:49:52 am
It appears that Windows 8 is dying in the CreateWindow() call. It never returns. At this point in the code there is only a 1-bit difference in the style parameter to CreateWindow() between a maximized window and a normal one. I'm not sure what to do next - I'll search for something else to try. I could always disable full screen mode for Windows 8.
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: Claude on January 04, 2015, 04:08:04 pm
I'm not very familiar with the win32 api,
but how about creating the window not full screen,then
using ShowWindow(hwnd, SW_MAXIMIZE);
Might have to use it twice.
Worth a try ?
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: neirao on January 04, 2015, 07:25:37 pm
thanks Steve!!! :)
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: Steve on January 04, 2015, 08:28:06 pm
danielstritt: OK I think I have it this time. Give this a try build 1148plus2 (http://www.anim8or.com/download/preview/files/animcl1148plus2.zip). It's dated Jan 4, 2015 and works on Win 7 and Vista and even remembers which monitor you were full screen on in multiple monitor setups (at least on one computer :) )
Title: Re: Current Development Release - Build 1148, January 2, 2015
Post by: danielstritt on January 04, 2015, 09:41:38 pm
Hi, sorry for the delay, couldn't sleep last night, so I slept all day just about. I tried it out, and it looks like it works just fine now. Thanks!
Title: Re: Current Development Release - Build 1150, January 5, 2015
Post by: Steve on January 05, 2015, 09:34:44 pm
Some new things in build 1150 (http://www.anim8or.com/download/preview/files/animcl1150.zip) including adding a small tolerance for detecting initial mouse movement, Raxx :). I initially set the tolerance to just 2 pixels. Let me know if that seems like enough.
Title: Re: Current Development Release - Build 1150, January 5, 2015
Post by: Smirkyguy on January 05, 2015, 11:41:38 pm
Ive noticed in the latest versions that anim8or is no longer reading .mtl files. can anyone else confirm?
Edit: opening the .obj file via Import still reads the .mtl file, but directly opening a .obj file no longer auto loads the .mtl file like it used to.
Title: Re: Current Development Release - Build 1150, January 5, 2015
Post by: kreator on January 06, 2015, 05:08:36 pm
Check the .mtl file to confirm that textures/maps have been applied (You can do this with notepad or wordpad) Also make sure the paths are correct especially if you have them in different places. Mine work ok on rev 1150, but I tend to save with the .obj plugin rather than the native one.
Title: Re: Current Development Release - Build 1150, January 5, 2015
Post by: Steve on January 06, 2015, 10:25:35 pm
#098-057 - Opening a .obj by double clicking on an .obj file doesn't read the .mtl file.
------
Using the menu commands File->Open and Object->Import read it OK.
Title: Re: Current Development Release - Build 1150, January 5, 2015
Post by: Raxx on January 07, 2015, 10:21:45 am
I was able to try it a little--the mouse move tolerance seems to help a lot, so far so good :)

Is it just me or does rotating points not work properly anymore?

I had tried to do a bit of modeling with the new Anim8or, the biggest two frustrations for me is the point-picking issue, and of course the lack of topo-knife/extended-add-edge functionality.
Title: Re: Current Development Release - Build 1150, January 5, 2015
Post by: Steve on January 07, 2015, 04:54:24 pm
Raxx: oops, forgot about point rotation. When I changed to rotating about the center of connected groups each isolated point became it's own group (because it's not connected ;) ) and therefore doesn't rotate or scale.

One suggestion was to put all of these points into a single new group. I'll implement this and see if it works for everyone.
Title: Re: Current Development Release - Build 1150, January 5, 2015
Post by: Trevor on January 11, 2015, 06:45:00 pm
Just tested 1150, YAY start maximised is fixed.

I have a longstanding bug.

AmbientOclusion brightens corners oddly...

A new bug is shadows dont project properly in ART.
There seems to be gaps that are not actually there. My coridor is totally closed yet along the lower left floor there is light, also alont the top right there is a long beam of light.

The only light I should see in this coridor are the enterance and 2 windows projected onto the floor.

Trev
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: Steve on January 15, 2015, 11:01:47 pm
Just a note to say that there's a new build 1152 (http://www.anim8or.com/download/preview/files/animcl1152.zip) ready.
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: Steve on January 15, 2015, 11:04:57 pm
Trevor: I'll look into the ambient bug.  (But are you sure that this isn't because your contractor left a few cracks in the walls? :) )
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: nemyax on January 16, 2015, 07:25:43 am
Small correction: the changes for build 1152 are labeled 1150.
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: neirao on January 16, 2015, 01:46:22 pm
hi Steve, thanks! you need "change the tiltle" for new features "Major changes for build 1150:" to .."1152" :)

[Steve] Done, thanks!
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: kreator on January 17, 2015, 01:38:19 pm
Steve: Regards latest build 1152...

Quote
Mouse Move Tolerance: increased to 4 pixels.

Does this affect anything in Scene mode? As I am now having a devil of a job fine tuning any keyframes with the mouse, am having to resort to typing in co-ordinates by hand.

P E G now working as I want, thank you very much!

Limit Playback In Options-Prefs now gone any reason why? Or am I looking in the wrong place again.
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: Steve on January 17, 2015, 04:37:19 pm
This shouldn't have changed anything in the Scene editor - but I did change a bit of code there so if there are any problems, especially with selection of Elements, please let me know.

What kinds of problems are you having with keyframes?

I removed the "Settings" menu items and moved them to more logical places.  The limit playback and other Scene related settings have been moved to the Scene Properties dialog. Click the Scene->Properties menu command, and then click on the "Movie Image" button.
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: kreator on January 24, 2015, 08:19:26 am
Build 1152, Ommission.

Unfortunately for me now, any Scenes I save , do not reference the textures in the file. I have to keep re-entering them when I return from a session to continue, Is this happening for others?
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: johnar on January 24, 2015, 08:44:34 pm
No problem with that here.
 I have come across similar, but in figure, and sometimes sequence mode. Noticed figures would lose textures, and i would go back to object mode and quickly 'ok' the textures, which were still listed, just not showing/applied.
 It turned out that this happened after importing objects/figures which shared the same texture. (or was it importing the same object with different textures). hmmm....not 100% sure there...hasn't happened for some time, can't reproduce at will, but will take more notice if/when it happens again.
 Possibly your problem could be something to do with Scenes/sequences/figures/object import??
 I know this isn't any kind of solution, but , just maybe, it could be related?
 Sorry can't be of much help. as i said, no problems with textures in Scene mode here...
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: TheBlackHole on January 25, 2015, 05:25:32 am
Is spherical UV mapping still possible? There doesn't seem to be an option for it anymore.
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: captaindrewi on January 25, 2015, 11:46:07 am
yes, select object-click UV button,when yellow grid appears double click on area,then dialog box/choices appear.
Title: Re: Current Development Release - Build 1152, January 15, 2015
Post by: davdud101 on January 27, 2015, 08:55:03 pm
Loving Build 1152! The orange bounding boxes are somehow more elegant and modern to me. These feature are sweet! (sorry guys, I just found the link to where the new builds are)
Title: Re: Current Development Release - Build 1159, January 29, 2015
Post by: Steve on January 29, 2015, 10:20:22 pm
Build 1159 (http://www.anim8or.com/download/preview/files/animcl1159.zip) is out with some really useful changes:

Arc-Rotate: Middle mouse button dollies without changing the point of interest for Perspective, Camera and Spotlight views; Zooms the Field Of View if the <Ctrl> key is pressed. Mouse Wheel behaves similarly.

'F' hot-key (Frame Selected) centers on selected Points/Faces/Edges in the Point Editor.
Title: Re: Current Development Release - Build 1159, January 29, 2015
Post by: Raxx on January 30, 2015, 04:01:46 am
Looks good, works good. Any chance when Frame Selected is used on a single point, it moves the POI to that point's coordinates, without zooming?

I can't figure out how to use the flatten mesh and intersect edges tools. They don't seem to do anything, and I'm not even sure what intersect edges is supposed to do.

Any plans to enable extruding a mesh along a path?

The Viewport labels in the opengl workspaces look different (larger, unbolded text). Is this intentional? Never mind, this is the result of a change in localization on my system
Title: Re: Current Development Release - Build 1159, January 29, 2015
Post by: ronaldefarmer on January 30, 2015, 05:25:59 am
Major changes for build 1159:

Extrude-Connected and Shell: Improve uniformity of thickness in extruded parts.


Thanks Steve, this is much better. I've been waiting for this one.

Title: Re: Current Development Release - Build 1159, January 29, 2015
Post by: Raxx on January 30, 2015, 09:27:15 pm
Just a few comments...the picking radius for points in fast select needs to be a lot wider, at least doubled. It's far too small for quick editing.

Also, any chance we can have the name, "fast select" officially changed to something like "fast edit"? A trivial detail, I know, but "fast select" is misleading since it's the editing actions that are sped up, not the selection actions. Does anyone else feel that way?
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: Steve on January 31, 2015, 12:25:37 am
Just posted 1162 wit a couple of fixes.

Perspective views now correctly dolly instead of zoom in Arc Rotate when the <Ctrl> key isn't pressed.

For single points Frame Selected I allow it but set a bounding box minimum size of 1. This was done as a side effect adding code to prevent the view from zooming in extremely close when two points are almost aligned in the X and Y axis, such as when a single edge is selected that points almost directly at the viewer. Raxx If you think it's better to just center the screen in this case I can do that for single points.

Not entirely sure that Fast Edit is a better name but it's no worse. Does anyone have any feedback?

The 2D Flatten and Intersect Edges commands weren't supposed to be released but since I say that they were in the executable that I posted I thought I'd mention them.  As it is the Flatten command only works in the Debug builds so I removed it from the latest post.

The Intersect Edges command does work: Selected edges that aren't part of any faces that intersect are cut at the intersection point. A new point is added at the intersection and the end points are all connected to the new point. (I can also allow edges with faces but it's a lot more work and I'm not sure of the utility.

This is useful for making a lot of things (i.e. a floor plan for a house) because you can first add all the global edge, then add more detail, and connect them at the cross points with a single command.

I'll be adding more tools like that on the path to true Solids Modeling - but it will be a while before that is all ready.

Extrude a Mesh along a Path is a good idea.  I'll add it to the "to-do" list.
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: captaindrewi on January 31, 2015, 01:38:38 am
1159 and 1162
using extrude an object... all open edges of an object....ermm i tried it with this half sphere then i applied the thickness tool but it kinda distorts is that what one should expect.
see image below...extrude.jpg
also
when using the bulge tool the face disappears ,it returns when you subdivide or click where it should be after a short time.
not a huge problem but worth mentioning perhaps. :)
see image below...bulge1.jpg
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: Raxx on January 31, 2015, 01:51:15 am
Ah! Ok, I got Intersect Edges to work. Now it's obvious why Flatten is needed.

Personally, I think I prefer that Frame Selected only centers a single point, rather than zoom as well. It'll serve as a good trick to center the view on special interest areas of a mesh, without needing a separate "center w/o zoom" command cluttering up the place. I feel like I'll be using it a lot ;)

Speaking of zoom, it seems that the middle mouse button doesn't zoom as much anymore, both when clicking and dragging via arc rotate or when scrolling. I definitely prefer the original zoom rate that it used to have. Or, an option to change the zoom rate might be nice to have in Configure UI.

Thanks for the update!
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: Steve on January 31, 2015, 02:11:43 am
captaindrewi: Verified the Bulge bug:

#098-060 - Faces disappear during Bulge operation.

but I can't reproduce the shell bug that you show.  I did: Sphere --> Mesh --> Cut top off --> Shell  and it worked OK. Are you sure that there weren't some extra edges or such in your sphere?  If not, can you send me the model before you Shell if?

raxx: I think the mouse wheel changes were reduced when I merged all the code.  I'll increase the change.  2. I'll try single point centering also for the next build.
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: captaindrewi on January 31, 2015, 02:30:28 am
before shelling i used the new object extrude in y axis, via build.
try shelling this prepared object.
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: Steve on January 31, 2015, 02:56:08 am
The normals for one of the faces is flipped.  Used the Edit->FixNormals tool on it in the main Object Editor and then it works OK.

Note: In the Point Editor select all the faces.  You can see that the outside is all yellow and the inside is all blue except for one face, which is the one that's causing trouble.  I'll look into the Extrude Edges too to see it if is causing this.

Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: captaindrewi on January 31, 2015, 03:14:43 am
thanks for that solution.the anomaly occurred when i used the new extrude object tool ,i was just trying it out to see how it might work and  how it might differ from the pre existing extrude edge tool.
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: kreator on January 31, 2015, 06:49:08 am
Drewi: Bulge tool? wheres that ? Do you mean bump?  :o
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: captaindrewi on January 31, 2015, 10:24:16 am
hi kreator yeah probably,sorry for confusing, the one highlighted in the bulge.jpg on the previous page. :)
Title: Re: Current Development Release - Build 1162, January 30, 2015
Post by: ronaldefarmer on February 01, 2015, 07:47:38 pm
Steve: Extrude Connected works much better in version 1162 (I'm pretty excited about this), but I have a question. Is there any way to change this tool so that certain faces do not become inverted as in this example:



I was thinking that maybe it would be possible to "lock" faces having an area of zero during the extrusion so that they do not flip and become "internalized" when using this tool.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Steve on February 19, 2015, 01:09:57 am
Just a note to say that there's a new build ready: 1163 (http://www.anim8or.com/download/preview/files/animcl1163.zip).

Raxx: I wrote a lot of the code used for highlighting edges and points in the Cut tool in preparation for the topo tool. I thought I could get some feedback earlier by using here first.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Steve on February 19, 2015, 01:56:48 am
ronaldefarmer: I understand the issue with the interpenetrating faces with Extrude Connected. It's a lot harder to do that it seems.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Raxx on February 19, 2015, 02:17:25 am
Hey Steve, very cool! All these improvements are superb.

The cylinder and modifier fixed rotations is something that was much needed. Grateful for that ;)

Scaling is better now that it's faster, feels good to me.

Spline improvements and convert to mesh seems to work fine.

The cut tool is looking pretty good now :). I think the highlighted end point of the cut, when it snaps to an edge or point, should be white (or something different than red or orange), so that it stands out more. Also, it'd be great if it previewed/showed all points that the cut tool will end up making, not just at the end point but along the cut across edges as well. One last thing (for now): If snapping to an edge, I think the red line's end point should also snap to that edge/previewed point.

Looking forward to the finished product!
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Steve on February 19, 2015, 03:47:26 am
I though about highlighting all the interior points, too, but it's tricky to do with the code I have now. I'll keep it in

Yes, its snaps for points but not for edges. I'll fix that.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: neirao on February 19, 2015, 05:36:03 am
Steve, thanks for this new version!! i will try!!
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: neirao on February 19, 2015, 05:45:12 am
Cool, i like more in news the:
Spline: coll
Cylinders and Modifiers: yes very usefull!!! is very best now!!
Cut Tool: Amazing, is like a LASER cuting the objects :) hehe
Thanks Steve!
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: kreator on February 19, 2015, 08:16:46 am
Build 1163:

"Just so you Know" I keep getting an alert "Can`t register file extension" everytime I boot up anim8or, dunno which one but could be .png?

Also using the Knife cut tool I have the following problem:

I select a number of faces to cut, select the cut tool and hold down ctrl to cut only selected faces. then immediately I start to cut it goes to object select with the bounding box highlighting the model so I cannot complete a cut operation.

Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: neirao on February 19, 2015, 02:27:54 pm
Build 1163:
 keep getting an alert "Can`t register file extension" everytime I boot up anim8or
- for me too, starting this message in 1162, i no undstand why.... for no show only if i choose "execute as admim" in Windows...
- when i use for first time this new version the "cut tool" show like a "big laser cutting and across the object" now this stop.. :(
maybe is a little bug in first time..but i like(unfortunately I did not take one printscreen to show for you)!! :)
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Steve on February 19, 2015, 04:20:45 pm
The orange cut-plane in the other windows shows what is being cut. It's intentional :)

The change with the <Ctrl> key was intended to make the cut tool act more like the other tools where you can drag-select. But it (obviously) not only broke the original "Cut Only Selected Faces" but it doesn't even select faces :(  I'll fix it -- but how about switching to the <Shift> key for "Cut Only Selected Faces"? That would keep the ability to select faces with the <Ctrl> key so you won't have to toggle back and forth to select different faces?

#098-061 - Ctrl key in Point Edit CUT tool doesn't work.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: kreator on February 19, 2015, 05:37:19 pm
  I'll fix it -- but how about switching to the <Shift> key for "Cut Only Selected Faces"? That would keep the ability to select faces with the <Ctrl> key so you won't have to toggle back and forth to select different faces?

#098-061 - Ctrl key in Point Edit CUT tool doesn't work.

No problem with that at all!

Any fix for the "registry extension"?
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: neirao on February 19, 2015, 06:07:44 pm
The orange cut-plane in the other windows shows what is being cut. It's intentional :)

Wow!! yes!! now orange cut-plane come back again!! very nice this effect!! and helpfull!! :)
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: headwax on February 20, 2015, 02:28:39 am
Hey anim8or is just being upgraded amazingly. Thanks and congrats Steve.

You realise that for us casual lurkers that we will need a new manual with all the wonderful improvements ? ;)

Can I ask a stupid question? Do we have an easy to use soft select at the moment?
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Raxx on February 20, 2015, 02:54:45 am
Do we have an easy to use soft select at the moment?
Indeed. Take your pillow or cat, place it on top of your mouse, and voila :)
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: headwax on February 20, 2015, 03:07:43 am
Heh heh, very funny. I am allergic to cats so it will have to be soft pillow select then ;)

Cheers, hope you are all well ! I haven't done any modelling for ages as I just morph commercial characters if necessary, or do something simple like wheel barrows if I cant find one in my props dept! Talk about lazy bugger eh? It's just wonderous how anim8or is leaping ahead.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: ronaldefarmer on February 20, 2015, 03:11:05 am
ronaldefarmer: I understand the issue with the interpenetrating faces with Extrude Connected. It's a lot harder to do that it seems.
I didn't mean to say that I thought it was easy. I'm very impressed with your recent improvements.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: johnar on February 20, 2015, 06:14:24 pm
I like the way you can now, (1163), select a point, press shift-F, and bring that point to middle of that view.
 But i also like the way, in 1162, that frameing a point also zoomed in to it.
 Is there a way to keep both options?.

 Re file extension warning. i don't get that happening on XP, but do on Win7.
 In fact, few, if any, problems on xp. I think windows 7 has a few flaws of its own, and a lot related to 'security/User account control'.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Raxx on February 20, 2015, 06:19:09 pm
Win 7 Ultimate 64-bit, I don't get any file extension warnings. My account is administrator, however, and I have UAC turned off.

Btw, Headwax, soft select is in the feature request thread (http://www.anim8or.com/smf/index.php/topic,4647.0.html), Tier 1 - Object Editor, called Proportional Editing.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: headwax on February 20, 2015, 10:04:24 pm
Win 7 Ultimate 64-bit, I don't get any file extension warnings. My account is administrator, however, and I have UAC turned off.

Btw, Headwax, soft select is in the feature request thread (http://www.anim8or.com/smf/index.php/topic,4647.0.html), Tier 1 - Object Editor, called Proportional Editing.
.  Thanks Raxx ;)
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: johnar on February 21, 2015, 04:14:56 am
Running as administrator has fixed the file extension thing on Windows 7 home basic and win 7 home premium.
 I've also turned off UAC now, and no longer get those annoying popups that ask if you really want to allow this program to run. (have been considering doing that for a while, took the leap after hearing that raxx has his uac turned off). (http://s6.postimg.org/4y98eizkt/grywink.gif)

 Probably shouldn't do that on my xp laptop tho, it's my internet connection.

 Funny thing. My internet laptop is windows xp, service pack 3, and now that xp support has been discontinued, i don't have much of a problem at all with viruses and malware.
 Just using windows firewall, and occasional scans with Malwarebytes and commodo.
 .... XP livs on.... (http://s8.postimg.org/j64xwcx9d/Big_Grin_Gry.gif)
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: kreator on February 21, 2015, 09:05:27 am
I don`t know if its just me, but weight painting has some serious issues with me.

 I click on a bone to start the painting process but the paint tool starts painting other areas of the mesh and not where i want it to paint, so am still reverting to 0.98 stable version, is anybody else having this problem in Builds 1162 and 1163.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Steve on February 23, 2015, 12:03:11 am
In build 1151 I changed the code to always associate the ".an8" extension with the current Anim8or .exe file.  Previously it only tried to do that when there was no association.  I can change it back with no trouble but then if you keep several versions of Anim8or around you'll have to set the association manually when you want to change it.  I can see advantages in doing it either way.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: ronaldefarmer on February 25, 2015, 08:49:30 pm
Has anyone noticed a problem with the twist modifier in build 1163?
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: captaindrewi on February 26, 2015, 12:18:25 am
Yeah it flattens things at the top.
so that be a bug.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Steve on February 27, 2015, 10:28:26 pm
Yes, it's a bug.  Happened in build 1125.  I'll fix it, thanks!

Fixed for next update: #098-063 - Twist modifier is broken.
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Trevor on February 28, 2015, 04:54:01 pm
ok, Something broke in 1163... If a 4bit bmp is in the texture list and an8 tries to load on startup an8 will crash with an illegal opperation in glu32.dll.

So, while being able to import while running, if you close and re-open it will crash again like before and what others have posted.

Please see the following post for more info on bmp.
http://www.anim8or.com/smf/index.php/topic,5088.msg37797.html#msg37797

Trev

Found another bug, Local Lights dont work.
Infinit and spots work, but local dont
Title: Re: Current Development Release - Build 1163, February 18, 2015
Post by: Steve on March 01, 2015, 02:26:05 am
Fixed for next update: #098-064 - Multiple 4/16/32b bitmap formats aren't supported.

Details here: http://www.anim8or.com/smf/index.php/topic,5088.msg37828.html#msg37828
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve on March 02, 2015, 07:00:59 pm
I just posted build 1164 (http://www.anim8or.com/download/preview/files/animcl1164.zip) with some Figure Editor updates, including Fast Select.

Trevor: can you be more specific about the problem with local lights?
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: neirao on March 03, 2015, 12:19:46 am
Steve, in figure mode for me all work, less the
"Fast Add Bone" no... :(
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: kreator on March 03, 2015, 09:00:53 pm
Build 1164: Cannot add a bone with Icon(shift/h) can only insert bone with Menu...Either with fast select on or off. Figure mode is unworkable cannot do any weight painting or influences. :'(
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Trevor on March 08, 2015, 08:28:27 pm
Just thought Id share an image where I try to simulate True Global Illumination*.

There are a few problems, mainly intensity, but idea seems sound.
(http://fgfc.ddns.net/PerfectGold/GoldenEyeX/Maps/Frigate_Shadows/GlobalIllumination%5FSim%2Ejpg)

So, to acomplish this in the current build of An8 as of 1164:
Set all materials to class(glossyreflector) and set the specular componant to 0.5 with diffuse to 1 and roughness to 10 (initially 1 but saw no light, any higher than 10 causes too much image reflection instead of light reflection)
Copy any diffuse texture to the specular componant (to prevent 'bleaching')

I tried a higher specular but the room turned completly black
I tried a higher diffuse value but it didnt change the intensity of reflected light.

Also note that AmbientOccluder was on, however this far into the corridor only shows the sunlight that penetrated the hangar.

Im sure a true Global Illumination model could be made from this by increasing the intensity of reflected rays.

Trev

Tried another one with specular at 0.99 and diffuse at 200
(http://fgfc.ddns.net/PerfectGold/GoldenEyeX/Maps/Frigate_Shadows/GlobalIllumination%5FSim2.jpg)
doesnt really help, still overloads the light while not reflecting much.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve on March 09, 2015, 09:49:33 pm
Nice images!

The basic OpenGL and D3D lighting models are far from physically correct. They were designed to allow reasonably realistic, real-time images with available technology. For example, the ambient lighting component is just a hack that very crudely simulates diffuse global reflections without having to do any global modelling.

Anim8or's ray tracer uses a quasi-physical based model. It's not 100% accurate because it allows energy reflections greater than 100%. For example when using classic Anim8or materials (class=anim8or, the default when there is no class attribute) if the sum of Ka, Kd and Ks are greater than 1 the surface can reflect more energy than it receives.

The new ART materials, class=glossyreflector, transparent, and dielectric, are closer to being physically accurate *if* you don't set the values of Ka, etc. to values out of range.

Now to your model. It uses rather extreme lighting, with extreme contrast. Only a tiny percent of light that enters will reach the far corners of the room. Almost all rays are absorbed before they make the multiple bounces off of the room on their way. They dynamic range of light values far exceeds what a normal computer monitor can display.

You can add more light to the scene. Anim8or limits the energy of a light (to 255,255,255 or 100% white in computer graphics terms) so you'll need to add more lights. This will wash out the bright areas (am unavoidable consequence of the extreme contrast of the scene).

You're using class=glossyreflector but haven't specified the other material properties. The value of the attribute Kr is important. (If you didn't add it then Anim8or uses the specular factor Ks in its place). The higher this value is the more energy will be reflected, but it will also mask the basic color of the underlying materisl. Also if you set the roughness very high it will make the surface more mirror-like.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Trevor on March 10, 2015, 05:02:52 pm
"You're using class=glossyreflector but haven't specified the other material properties. The value of the attribute Kr is important. (If you didn't add it then Anim8or uses the specular factor Ks in its place). The higher this value is the more energy will be reflected, but it will also mask the basic color of the underlying materisl. Also if you set the roughness very high it will make the surface more mirror-like."

Ah yes, thats correct, I only set glossyreflector and used Specular for Reflection intensity (0.99 - almost entirly reflected. at >1 the scene truns black since I assume it reflects all the rays and never back toward the camera)
And yes, Roughness is 10. at 1 there wasnt enough of a bright patch but > 10 causes too much image reflection (polished mirror, which is not what I want, I want 'diffuse Inter-reflection')

Yeah, while the light is far away, with the bright patch overloaded to burnout, this should be anough to reflect more rays.
The patch on the wall is actually looking directly at a sun type light, so its receiving 100% light already anyhow.

"It uses rather extreme lighting, with extreme contrast. Only a tiny percent of light that enters will reach the far corners of the room. Almost all rays are absorbed before they make the multiple bounces off of the room on their way. They dynamic range of light values far exceeds what a normal computer monitor can display."
Erm, yes, the only way to test Diffuse Inter-reflection is to look down a corridor with only 1 diffuse light source, i.e. A Primary light source that is bounced off a primary wall to make a secondary (diffuse/reflected) light source.
As for the contrast, theres nothing I can do about that, thats ARTs desision.
Also, as can be seen, the Secondary Light source has a value of 1.0(255), this should be = to adding a local light of 255 at every point (although this is where calculations get dificult) and then bouncing that ray to the next surface. That secondary wall will be lit by 1/(distance^2) power light

"but it will also mask the basic color of the underlying materisl."
Yes, if Specular is set to colour only then it doesnt show any texture, I copied the texture to specular and now it shows the texture.
Would this not be nessesary if I re-set specular to 0 and then used Kr?
Ill test it

Trev

Ok, tested using Kr. Kr is better than Specular as it doesnt add an untextured layer over the base (causing all reflections to appear just grey) so no longer a requirement to assign a texture to Specular.
However, Kr is still limited to <1.
I have just done another render and this time Ive used 0.5 and it looks the same as the one posted above (will post once render complete)

It seems that as you increase Kr, the darker the surface becomes. At 0.5, as much light is reflected as is refracted.
My lighting is still at 10 though (equivelant to adding 10 suns (infinit lights))

Also, I dissabled Ambiant Occlusion, hehe, whats the point in having it on when this replaces it more accuriatly :P

Taking a real scenario of this render (Bright sunlit door and no lights on inside), the Diffuse Inter-reflection is definatly more intense than ART is achiving.

Init=0.54, render=3399.69, rays=63307553
(http://fgfc.ddns.net/PerfectGold/GoldenEyeX/Maps/Frigate_Shadows/GlobalIllumination_Sim3_Kr.jpg)

I made a composit of an extremem render to get an aproximitly better result, still not perfect though.
(http://fgfc.ddns.net/PerfectGold/GoldenEyeX/Maps/Frigate_Shadows/GlobalIllumination_Sim4_Composit.gif)
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve on March 11, 2015, 01:48:44 am
Quote
Kr is still limited to <1.
It makes no sense to make is greater than one - that would cause the amount of light energy in a scene to increase each time a ray hit something. The total amount of light energy in a scene is the sum of the energy in all the lights, nothing more. When light hit a surface part of that energy is absorbed and part is reflected, depending on the particular properties of the material.

As I've said, your scene has a very high contrast ratio because the percentage of energy (per area) that reached the back wall is a tiny fraction of what strikes the brightest parts. A normal computer screen can only show a portion of the range of energies present in this scene.

There are "high dynamic range" (HDR) techniques that compress this contrast into a more visually (to many people) image but Anim8or doesn't currently support this.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Trevor on March 11, 2015, 01:31:05 pm
"It makes no sense to make is greater than one "

Quite true, I just thought Id test and mention it.

To have a reflected ray increase in intensity would be silly, but I tested to see if there could be a way to brighten the image, obviously any value after 1 causes the scene to be black.

"There are "high dynamic range" (HDR) techniques that compress this contrast into a more visually (to many people) image but Anim8or doesn't currently support this."

Ah, Prahaps this is what I see in other renderers. I mean, I understand that a monitor is limited to 0-255 and that our vision is way, wayyy higher than that.

I guess this has become the norm for me when rendering Kitchens in Compusoft Winner.

To digress slightly Winner renders scenes similarly to Blender in that its like Old web pages. It first shows 16x16 pixles over the screen and progressivly subdivides these pixles.
Unlike Blender it has a 2 pass method.
It first uses something called a GI estimator before Raytracing.

In the previous post I said Id post a real scenario of the rendered scene.

Here (2015_03_10_23_16_22.jpg) I used the Kitchen light and no other light was on.
I concede that the far end of the hall which is much closer than in the scene is pretty dark, however the biggest difference is in the near field brightness.
The Secondary Light source is on the left wall. This causes the wall on the right to appear quite bright and as such causes a tertiary light source.
This propagates down the hall and the door frames are quite visible.

Most of the light seen is mostly secondary and tertiary with any 4th and 5th being noticable only in shadows and on the backside of the doorframes (hidden from view)

Anyway, Im sure you are very well aware of lighting and the mathematics of it. Im merly pointing out that photographs seem to differ from renders.
It might be that using glossyreflector is not going to work and that another method is required.
I just assumed that glossyreflector should work since its the same technique, bounce rays round.

Trev

P.S. the other 2 images use the hallway light.
2015_03_10_23_01_39.jpg again shows secondary ant tertiary light.
2015_03_10_23_04_37.jpg shows 4th light which is almost non existant on camera, even though the human eye can see fine.

I made this with AA set to 1024. It took a few hours, I forgto to record the number of rays.
(http://fgfc.ddns.net/PerfectGold/GoldenEyeX/Maps/Frigate_Shadows/GlobalIllumination_Sim5_1024AA.jpg)
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: polyGon_tError on March 13, 2015, 04:21:31 pm
hello Steve,

i was unable to use Anim8or in my company PC (where i am working now mostly), having intel G41 chip, Windows7 64bit and built-in graphics. i was sad and stopped trying it after many failure (though 3D Max 2012 work very well in it)!

but recently i get graphics driver update from intel (directly from intel not of motherboard manufacturer!) and it is working like before! (my usual PC is of celeron with winxp/ winxp live/ windows server 2003! and it work well there)

do you use 'Silicon Graphics' spec of OpenGL or of major vendor (like S3) or that of intel? can't you make it more supported esp. to that of major vendor?
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve on March 14, 2015, 12:16:59 am
The OpenGL spec is standard across all companies.  There are multiple levels of OpenGL but Anim8or works with everything from 1.1 to the latest 4.5.

There are also a lot of vendor specific extensions but I don't use any. Unfortunately some vendors (he looks at Intel with a painful grimace) don't test their drivers very well before releasing them, and consequently they can be buggy. The best thing to do when there is a problem is to check for an updated driver.

You can query OpenGL drivers for what extensions they support. Anim8or always does this before using them.

I wish I could test Anim8or on all the thousands of different versions of chips, OSs, drivers, etc., but that's simply not possible. I do have some things built into Anim8or to help locate certain issues which has helped me find workarounds in the past. For example, if you stare Anim8or with the command line argument -traceinit it will show it's progress as it's starting up.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: polyGon_tError on March 14, 2015, 09:14:43 pm
Thank you Steve,

my point is same PC motherboard with same OS and other software installation but one time having driver that come with motherboard another time that i get from Intel driver update but Intel driver is working but not that of manufacturer update, strange!

also in my own celeron based PC WinXP show S3 graphics opengl driver / support with no quad viewport, but when i run it in Windows Server 2003 with GDI and bundled OpenGL driver / support it give full support even hardware render become useable!

note: allow us to log init / crash data so we can send you to help you more ...
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Trevor on March 18, 2015, 08:32:39 pm
I have a debug suggestion.

Can you make a debug option to retain the vertex order from an obj import AND maintain that order on export.

Any NEW vertexes should be at the end of the list although for this debug there really shouldnt be any change in the number of vertexes.

This will allow the modification of certian models that rely on vertexes being in a specific Index order.
EG, In-Game Merging of model1 Index 4 and model2 index 2 (connection between arm and torso). You want vertex 4 to still be the same vertex as before alteration so that the arm still connects to the torso and not the belly button :P.

Thanks,
Trev
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: kreator on March 20, 2015, 07:34:11 am
Build 1164: Cannot add a bone with Icon(shift/h) can only insert bone with Menu...Either with fast select on or off. Figure mode is unworkable cannot do any weight painting or influences. :'(

This is still having a massive problem for me

will not work with my laptop or desktop machines (win7)
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: johnar on March 20, 2015, 08:55:30 am
  That looks really frustrating.
 I'm running windows 7 home basic (6.1) build 7600, Nvidia Quadro 410, OpenGL Version 4.4.0
on a compaq desktop with Intel Celeron inside.  No problems here.? Sorry can't be of any more help.
 
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve on March 20, 2015, 01:38:02 pm
kreator: I have a new build almost ready - I've done a ton of clean up, bug fixing (including weight painint!) and added some new things to the Figure editor. It should help with your problems. I'll have it up in a day or so.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: neirao 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!! :)
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve 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.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Raxx 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:


A few suggestions which will enhance the modeling experience, in my opinion:

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.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: kreator 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.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve on March 22, 2015, 10:00:53 pm
kreator: This should be fixed in build 1166 (http://www.anim8or.com/download/preview/files/animcl1166.zip).
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: kreator 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.  :'(
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve 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?
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: kreator 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!




Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: captaindrewi 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.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve 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.
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: kreator 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!!
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: Steve on March 24, 2015, 06:39:00 pm
:)
Title: Re: Current Development Release - Build 1164, March 2, 2015
Post by: daniel99 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.
Title: Re: Current Development Release - Build 1169, April 1, 2015
Post by: Steve on April 01, 2015, 08:30:30 pm
Couldn't let April Fool's Day go by without a new build: build 1169 (http://www.anim8or.com/download/preview/files/animcl1169.zip)

daniel99: Don't have a date for IK yet.
Title: Re: Current Development Release - Build 1169, April 1, 2015
Post by: Raxx on April 01, 2015, 09:19:46 pm
Thanks for the release, Steve!

A couple of things:

The bug fixes seem to work fine.
Title: Re: Current Development Release - Build 1169, April 1, 2015
Post by: Steve on April 01, 2015, 09:35:07 pm
Ahh, scaled object components.  I fixed a much more difficult problem, scaled objects that were attached to a Figure. It was really complicated if the Figure was facing another object, facing a path, etc.  Fixing simple scaled objects should be much easier.
Title: Re: Current Development Release - Build 1169, April 1, 2015
Post by: davdud101 on April 01, 2015, 10:29:09 pm
For some reason I sense there will be SOME sort of trickery in this build XD
Title: Re: Current Development Release - Build 1169, April 1, 2015
Post by: mayim84 on April 02, 2015, 01:23:45 am
Is there a bug list to see what's been fixed and being worked on. For the early releases (<0.98) it was on the main Anim8or page.
Title: Re: Current Development Release - Build 1170, April 7, 2015
Post by: thecolclough on April 09, 2015, 10:20:32 am
got to say, the new bone-setup tools in 1170 are excellent, steve!
Title: Re: Current Development Release - Build 1170, April 7, 2015
Post by: davdud101 on April 14, 2015, 07:38:12 pm
Hey Steve - I never noticed that IK button until now, and it's not greyed out anymore! I didn't get long to mess with it but it's looking really cool. When I get home I'll definitely check it out some more.
Title: Re: Current Development Release - Build 1170, April 7, 2015
Post by: Steve on April 15, 2015, 12:43:56 am
davdud101: Oops!  What build has the IK button not greyed out?  That's unintentional - there is a lot of support code that isn't there so you won't be able to use it for anything (besides it has a few bugs).
Title: Re: Current Development Release - Build 1170, April 7, 2015
Post by: davdud101 on April 15, 2015, 01:29:54 am
Oh- I was using xx69 in school today. I figured it wasn't meant to be there, there were no announcements about it and I found no information.

[EDIT]: Hm.. It seems to be back to being only greyed out on the home computer!
Title: Re: Current Development Release - Build 1171, April 15, 2015
Post by: Steve on April 15, 2015, 11:35:43 pm
Note: A new build 1171 (http://www.anim8or.com/download/preview/files/animcl1171.zip) is available.
Title: Re: Current Development Release - Build 1171, April 15, 2015
Post by: neirao on April 16, 2015, 05:28:22 am
Thanks Steve!!!!!!
amazing news features/functions!! very usefull!! :) :)
now we can do figures animateds 200% more fast!!! uhuuu!!!

Can I remove the original Rotate Bone and Bone Length tools?
for me yes!! can remove this default(old modes for rotate/length bones!) !! 8)
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: Steve on April 22, 2015, 03:55:49 pm
Just a note to say that a new build is out.
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: kreator on April 26, 2015, 08:32:32 am
Some time back a while I reported the Cut tool not working Whilst Holding down Ctrl.

 This was cured in  one build ( can`t remember which one!) But seems to have reappeared in the latest 1172 build. If I try to Use Ctrl The bounding box appears and I am unable to cut anything. Without the ctrl held down I can cut, but it has the disadvantage of cutting thru everything else in the proximity.
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: Raxx on April 26, 2015, 10:03:57 am
kreator:
Major changes for build 1164:
...
Fix #098-061: <Ctrl> key in Point Edit CUT tool doesn't work. Switch to <Shift> key to cut only selected faces.
...
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: kreator on April 26, 2015, 05:01:06 pm
Thanks Raxx, Forgot the Key stroke had changed!  8)
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: captaindrewi on April 29, 2015, 10:04:07 am
Ones computer completely freezes up when one clicks perspective,whilst in object mode.
There are a few seconds delay before it goes into freeze mode.
win7 opengl 4.4
Dont fancy retrying as its a nasty freeze,i tried twice with same result.
1172
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: captaindrewi on April 30, 2015, 02:32:59 pm
RE 1172 ...create a sphere, convert it to subdivided, extrude a face, colour the face and then undo!!!
anim8or crashes. 
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: kreator on April 30, 2015, 05:24:31 pm
Drew: Build 1172 Cannot re-create the crashes on mine (OpenGL 4.1) everything running nicely for me!
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: Steve on April 30, 2015, 08:44:29 pm
I'm also unable to create the crash. Can you post the information in the About->SystemInfo dialog?
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: captaindrewi on April 30, 2015, 09:25:38 pm
hopefully both the perspective-freeze issue and the crash issue which results from the undo are related.
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: captaindrewi on April 30, 2015, 09:32:56 pm
Just tried the same procedure with 1171 re crash issue and get a different reaction.
i.e. it doesn't crash immediately ,i get this message. but after i said ok and tried to minimise anim8or it did then crash.
 :o
Title: Re: Current Development Release - Build 1172, April 21, 2015
Post by: captaindrewi on April 30, 2015, 09:46:08 pm
RE 1172 ...create a sphere, convert it to subdivided, extrude a face, colour the face and then undo!!!
anim8or crashes. 
When i convert the sphere to subdivided i don't first convert to a mesh. i go straight to subdividing. i have just discovered if i do put that extra stage into the equation anim8or doesnt crash when i then undo.
Title: Re: Current Development Release - Build 1175, May 1, 2015
Post by: Steve on May 02, 2015, 01:10:28 am
Check out the newbuild 1175 (http://www.anim8or.com/download/preview/files/animcl1175.zip) and see how you like the trackball widget!
Title: Re: Current Development Release - Build 1176, May 6, 2015
Post by: Steve on May 07, 2015, 01:49:39 am
I posted an updated trackball - check it out!
Title: whats drewi on about?
Post by: captaindrewi on May 07, 2015, 05:11:30 pm
Didn't want to mess up the current release threads.but wanted to demonstrate this peculiarity.
0.98 doesn't do this.

Title: Re: whats drewi on about?
Post by: Raxx on May 07, 2015, 11:20:07 pm
I can replicate this. (moved/merged the topic to a more appropriate location)
Title: Re: Current Development Release - Build 1176, May 6, 2015
Post by: Steve on May 08, 2015, 04:51:24 pm
#098-067 - Undo of add material to face on subdivision object crashes.

I'm working on it now.
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: Steve on May 13, 2015, 06:52:08 pm
I just posted build 1178 (http://www.anim8or.com/download/preview/files/animcl1178.zip).

I'm leaving next week and will be traveling for two months. I won't be able to make any changes to the code while I'm away. So if you find any bugs in this latest release please post them so I'll have a chance to fix them before I go.

When I return I plan to continue updating the remainder of Anim8or with fast select, dynamic highlighting, widgets, etc. Then I'll make an "official" release with updated documentation, etc. So stay tuned!
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: neirao on May 14, 2015, 12:35:31 am
Steve,Thanks for this new version! :)
so in my fast test in "figure mode" the "root bone" is INVISIBLE in front/left/right/top/bottom views!
i can see the "root bone" and "all the bones" only when i rotate the view..
 :( IS A BUG??

i keep in test more here.. :)

Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: captaindrewi on May 14, 2015, 01:37:48 am
Importing a figure doesnt work, the figure is placed at the bottom left corner of the screen in several views.
but does appear if you rotate the world. ;)
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: Steve on May 14, 2015, 02:07:03 am
neirao and captaindrewi: What OS and graphics do you have? These bot work for my in the examples I've tested. Can you post a file that shows the problem?
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: Kyle on May 14, 2015, 03:31:12 am
I too can't seem to import figures, I thought it was just me.
I'm on a intel pentium cpu 2020m 2.40ghz.

Edit: scratch that, I maybe you just moved it or I'm off my game and forgot how to do it. I got it working now either way.
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: captaindrewi on May 14, 2015, 10:05:56 am
steve ..win7 home premium 64bit, amd radeon HD 6520g.
Dont think the file will shed much light as its a basic fig made to test but have included it.
I get the same result with any figure imported which initially appears in the bottom left corner of the screen quite reduced in size.
As i say it rights itself if i use the arc rotate tool.If you go straight to figure without importing an object the root bone as Neirao says is invisible but again it appears if one adjusts the arc rotate tool.
The enclosed video only seems to play in vlc media player..will redo if it's a problem.
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: johnar on May 14, 2015, 11:13:06 am
 my 2 cents.
 tried importing figure from an8 file posted by the captain.

 Toshiba laptop -winxp sp3-openGL -  1.1.0 onboard graphics: imported  no problems

XP SP3 - OpenGL 4.3.0 - quadro 410 graphics. imported no problems.

Windows 7 - OpenGl 3.3.0 - Geforce 8600 graphics. imported no problems.
 (all 32 bit)

 I had a similar problem with importing figures at 1 stage and posted the bug report here somewhere, might be related, will find the post and add a link to it.......

 edit ...... http://www.anim8or.com/smf/index.php/topic,5064.0.html   (http://s6.postimg.org/p4cqdev8d/grysmile.gif)



 
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: kreator on May 14, 2015, 03:59:25 pm
I can Load in a Figure But it sits in the bottom left hand corner of the GUI!! zooming in and out does nothing arc- rotate does nothing either

WIN 7 NvidiaGeforce 8500 GT OGL 3.3
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: Steve on May 14, 2015, 05:52:34 pm
I've tried several different options settings when importing it and they all work as expected. I have Win 7 with a GeForce GTX 960 OGL 4.5.0

kreator and captaindrewi: is there a newer driver for your graphics card? Does typing the 'f' or 'F' key fix the problem? Or changing the window size?
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: kreator on May 14, 2015, 06:32:50 pm
The Driver is the Latest from Nvidia so no luck on that score. Tried reloading the figure after I did Ctrl/n  and f  or F has no effect


Waiting to see what it does with my Laptop which has  Radeon card same as Drewi`s.
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: captaindrewi on May 14, 2015, 06:47:13 pm
Using arc rotate fixes it ,as does changing view to ortho or perspective.
No luck resizing the window or typing the F keys.
Title: Re: Current Development Release - Build 1178, May 13, 2015
Post by: Steve on May 14, 2015, 06:48:29 pm
OK I found the problem. It's not with your graphics card. When the "Show Scale" option is enabled (see the Options->Grid... dialog) the figure is smashed into the lower left-hand corner but only in the Front, Back, Top, Bottom, Left and Right views, which incidentally are the ones that show the numbers.

I'll have a fix up shortly.

Thanks, everyone, for all the test reports!
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Steve on May 15, 2015, 07:14:58 pm
OK give build 1179 (http://www.anim8or.com/download/preview/files/animcl1179.zip) a try.

- Fix #098-068 - When Grid Scale is shown Figures collapses into the lower left corner.
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Trevor on May 20, 2015, 10:55:22 am
Love the new grid numbers.

I have a couple of things though...
In CAD mode, what was the use for the black arrow on the left of the screen? it doesnt seem to do anything when placing objects or rotating objects.

Cylinders used to oriantate with mouse drag when creating them. Now they always point upward. Is this supposed to happen?

Trev
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Steve on May 20, 2015, 03:41:20 pm
The black arrow in CAD mode is used for alignment. If you click on it it turns yellow and then when you move an object it's bottom, top and center will snap to the yellow line.
You can drag the arrow up and down and if grid lock is on it snaps to the grid settings. You can also double click along the bottom of the window to switch it to a vertical tool.
However, it appears that I have broken it sometime during all the changes I've been making, so it snaps to arbitrary values :(

I changed cylinders to stay upright so they will be more like the other shapes, also so you can set both the height and diameter instead of making them a constant ratio.
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: captaindrewi on May 20, 2015, 08:31:09 pm
Looping the scene seems to have a bug??
even with a simple 1 object animation lasting 3sec.
The screen goes white when you try and stop it, for longer than one would think normal and in my tests i have had to terminate the prog because i got tired of waiting for it to sort itself out[like ages].
Anyone else have this problem?
try a few stop and starts
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: AlecJames on May 20, 2015, 08:49:20 pm
I've seen similar here http://www.anim8or.com/smf/index.php/topic,4828.msg35065.html#msg35065

If loop scene is on Anim8or can hang, if off and start-stop, I get the white "overlay" with frozen display for approx. the time it takes to play to the end of the scene.

I try to work with short clips as a work around (and do not use loop scene)

Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: captaindrewi on May 21, 2015, 01:58:44 am
The screen doesn't recover for me.
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: kreator on May 21, 2015, 04:50:46 am
Don`t be tempted ( like me) to hit the video Buttons when wanting to stop the loop, just hit the spacebar to terminate the action.
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Steve on May 21, 2015, 05:31:36 am
Looks like a bug.  I'll look into it - but not until I get back from Italy in July :)  Sorry!!!
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: johnar on May 21, 2015, 10:02:31 am
Steve
Godetevi Italia. Vacanze Felici (http://s24.postimg.org/cn9xhqr5t/SSG03_G.gif)
(enjoy Italy. Happy Holiday) (http://s8.postimg.org/j64xwcx9d/Big_Grin_Gry.gif)(http://s23.postimg.org/zaoogxv9j/BGwavegry.gif)
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Water Music on May 21, 2015, 07:01:55 pm
Be careful, the drivers are actually trying to hit you ;)
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Steve on May 21, 2015, 07:12:39 pm
Grazie mille, johnar!

Hey, Water Music, I drive everywhere in Italy (except for Rome - you'd have to be insane to do that!)
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: neirao on May 22, 2015, 03:34:39 pm
Steve, i have not seen, you are in Vacation? 8)
cool!! Enjoy the Vacation! you deserver!! :)  ;D
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Water Music on May 22, 2015, 04:09:16 pm
The trains are too convenient for me.  Start a vacation thread when you get back and let us know where you went.  My family's Venet, so we tend to stick to the north :).
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Trevor on June 02, 2015, 10:28:55 am
Just a quick request for when you get back. Im sure Ive mentioned it before but Clamp and Mirror flags on textures, can you please enable them.

Thanks,
Trev
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: slex on July 06, 2015, 02:04:52 am
   Hello Mr. Steve and all the others on the forum,
  I've been learning Anim8or for some time and I like its speed and artistic posibility. 1179 release is a bit faster and unlocked bones and fast sellection are great. I managed to make this video using .1179 dev. release youtube.com/watch?v=osk93tv65y0[/youtube]]https://www.
(https://www.[youtube)
  There are few things I am looking forward to see in some new release:
 1.It would be great if you could add the support for east european latin/cyrillic fonts- it's imposible to enter/edit 3D text other than    english- I've tried many ways without any luck.
 2.blue background colour of the workspace cannot be manually changed into anything other than white- gray would be great.
 3.Could you make the posibility to add few more independent 'root bones' to one object into the 'figure mode'- I think that would make animation easier and without sliding during walk.
  cheers.
Title: Re: Current Development Release - Build 1179, May 14, 2015
Post by: Steve on July 18, 2015, 09:20:35 pm
slex: Anim8or supports all UNICODE characters, including cyrillic, but with a big caveat. You have to hand edit the .an8 file to use them.  TEXT objects are stored internally as 16 bit UNICODE values and are represented in .an8 files by a L"xxxx" string format.  You can enter any UNICODE value as a backslash "\" followed by an octal value of up to 6 digits. The cyrillic UNICODE block goes from octal 02000 to 02377 (hex 0x400 to 0x4ff).  For example the character Б (Be) which is octal 02021 or hex 0x411 is L"\002021".  The leading zeros are optional as long as its not followed by a digit.

To do this you need to:

1. Add a TEXT object to your project.
2. Save it as a .an8 file.
3. Load it is notepad (or any other simple text editor).
4. Find the TEXT object and add your own UNICODE values in the L"....." string.
5. Save it and reload it into Anim8or.

I know, this is a bit awkward.  I'll add an easier way to do this.

Here's a small example:

Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 03, 2015, 07:02:42 pm
Just a note to say that there's a new build with a bunch of little fixes, etc. dated August 3, 2015: build 1185 (http://www.anim8or.com/download/preview/files/animcl1185.zip)

Check it out!
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: thecolclough on August 03, 2015, 10:16:45 pm
Major changes for build 1185:
Bones: added more uniform icons for bone editing tools.
need to roll out the new Rotate Bones icon across Sequence and Scene modes too.

liking the UI changes on the whole though :)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: neirao on August 05, 2015, 03:02:09 pm
Thanks Steve! I love the new UI! :)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: cooldude234 on August 05, 2015, 04:36:35 pm
The mode tabs are a very nice touch.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: d-Anim on August 07, 2015, 08:05:49 am
Loved the new UI improvements! :)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: d-Anim on August 07, 2015, 08:08:17 am
Bug : Labels are not visible for me even if I turn on the Show Labels option.

(http://i57.tinypic.com/29m887c.png)


My system info.

(http://i57.tinypic.com/14vgsis.png)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 07, 2015, 04:33:41 pm
d-Anim: Do the scales show? To enable them use the Options->Grid... menu command and check the "Show Scale" box. The only work in the Front/Top/Bottom/Back/Left/Right views.

Note: There are similar problems in various Inter graphics drivers. See if there is an update that you can install; that often fixes things.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: d-Anim on August 08, 2015, 04:57:52 am
d-Anim: Do the scales show? To enable them use the Options->Grid... menu command and check the "Show Scale" box. The only work in the Front/Top/Bottom/Back/Left/Right views.


Yep! All grid options are working fine except the labels.(axis and camera names)

(http://i58.tinypic.com/35cr50o.png)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 08, 2015, 05:28:44 am
That's strange.  They're drawn by the same calls.  I'll look into it further ...
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: ronaldefarmer on August 08, 2015, 10:32:14 am

    Bug : Labels are not visible for me even if I turn on the Show Labels option.


I have this issue when running Anim8or in Virtualbox on Mac. I assumed that it was because the video driver only supports OpenGL 1.1.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: slex on August 08, 2015, 11:55:10 am
"d-Anim"... and All the other users having problems with seeing labels (view options) here's a catch, there seems to be some driver issue when you have intel gpu- I can tell because I have intel gpu on laptop and I have the same problem there like you and also some shaders problems, I am not sure about AMD because I did't test it but I will soon. All new releases of Anim8or work superb with Nvidia gpu, even with the cheapest like mine on my spare PC. Here's a prtscr:
(http://)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: kreator on August 08, 2015, 02:42:37 pm
Unfortunately Intel on board Graphics cards have problems with Anim8or even trying to update drivers have no effect. This has been mentioned many times in the past.

NVidia or AMD gfx cards work fine with Anim8or!
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Trevor on August 09, 2015, 09:09:38 am
Well, Ive had no labels either and Im not an Intell GPU. (Front,back,perspective)
I can still click them, but the text is invisible.

Scales DO show (grey numbers up the left and bottom of screen aligned to grid)

Trev
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 09, 2015, 05:43:06 pm
What GPU do you have?
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: slex on August 09, 2015, 10:54:58 pm
<Trevor>..maybe your PC or laptop has dual graphics -integrated and dedicated. Integrated gpu works most of the time on these configurations. You'll have to open settings on dedicated gpu and force it to turn on together with anim8or. /btw. you people should really put some basic hardware/system specs of your pc together with your comments so it would be easier to find the solution  ::)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: d-Anim on August 11, 2015, 06:53:17 am
Another bug? Frame Rate option is missing in build 1185.

(http://i60.tinypic.com/16gfv2t.jpg)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: captaindrewi on August 11, 2015, 08:39:00 am
moved to ...Scene-properties-movie image.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: d-Anim on August 11, 2015, 09:43:47 am
moved to ...Scene-properties-movie image.

Oops! :-\ thanks!
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Trevor on August 11, 2015, 10:08:17 am
"you people should really put some basic hardware/system specs of your pc together with your comments so it would be easier to find the solution "

I already had before in this thread (http://www.anim8or.com/smf/index.php/topic,4795.msg36387.html#msg36387), however I do understand your point. It was a while ago and I should re-state it.
As a suggestion, I think it should also be part of the left user info, so ill add it to my location temporarily untill steve adds the field.


Mine was an AIT Radeon x800.
http://www.anim8or.com/smf/index.php?action=dlattach;topic=4795.0;attach=12605



Its been a long standing problem tht Ive just lived with.
http://www.anim8or.com/smf/index.php/topic,4795.msg36297.html#msg36297


Trev
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: kreator on August 16, 2015, 05:15:22 am
Just so you know.... build 1185 does not appear to auto-save although if I revert back to 1179 auto-save does.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 16, 2015, 06:01:57 am
I haven't changed any of the auto-save code. It works on my Win7 computer.

Try enabling it and then run several copies of Anim8or at the same time. You should get a message saying that the second one can't auto-save because the mutex is in use.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: kreator on August 16, 2015, 09:21:26 pm
I haven't changed any of the auto-save code. It works on my Win7 computer.

Try enabling it and then run several copies of Anim8or at the same time. You should get a message saying that the second one can't auto-save because the mutex is in use.

Should have said I`m using Windows 10. does not have any effect either with single or multiple copies running at once.  Its Ok if I use Win7  (Win10 has a lot to answer!!)
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 17, 2015, 07:12:41 pm
OK I'll take a look at win10.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Trevor on August 23, 2015, 09:52:32 am
Got another suggestion, Current mouse co-ordinate in the bottom tray.

I was using the knife tool and even with CAD mode on there is no indication of where Im cutting.

Trev

Edit:
Just a reminder that Ambient Occluder is still acting oddly on internal surfaces
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: ianross on August 25, 2015, 10:30:50 am
Steve I sent you a message and an email,
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 25, 2015, 01:29:59 pm
Trevor: #098-069 - Ambient occlusion - light leaks through corners. can you send a model that shows this well. It'll save me some time reproducing and fixing it.

Knife coordinates: good idea.

ianross: I'll get back to you - gotta run right now...
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: captaindrewi on August 25, 2015, 01:41:09 pm
@ steve....just a reminder re looping problem located pre Italy break. ciao.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Trevor on August 25, 2015, 05:41:37 pm
Hi steve,
Ill attach the same model I showed with the scene already set up.
I still beleve its some sort of overflow maybe since some corners do darken, but then when the surface is dark it suddenly turns white in the corners...

I was also messing about with trying to do some HDR compression for the inside, but failed since even though Ambient Oclustion was on, if the Ambient componant was turned up, it would not change the occlusion 'particles' but it would add a uniform brightness to the model wich was unwanted.
Heh, I guess we will have to wait till you someday add HDR tools.


A new thing, well, maybe not so new, but just thought Id mention, is that in RayTracing mode, the Camera Near Clip Plane is not correct.
The green line representing the frustrum only represents scanline, When in RayTracing mode, the clip seems to be at camera 0,0,0.
On a related note, the Z Limits menu does not effect the camera... I think it should.

Trev
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Steve on August 26, 2015, 02:40:58 pm
Trevor: Thanks, I can reproduce it.  I did notice one thing about your model. Some of the walls don't have any thickness. They're not a fully enclosed manifold (solid) but just one surface thick. It will help to give everything some thickness (but there is still a problem that I need to work on even when you do this).
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Trevor on August 26, 2015, 10:28:38 pm
Ah, well, Its a modual for being inserted into a game map.
Also, Polycounts are importiant even though they may be culled, so surfaces that i regard as being underground or something will not be filled, Same for surfaces that intersect other surfaces (like the partition in the Type22 Pillbox, it has no top nor bottom faces as these would waist ram (not by much I know, but hey, every little counts on the N64)

Thanks for looking into it though, its really neat to render with the high quality rendering from An8, then replicate it on a vertex level (to a limited degree) for importing into GoldenEye. (youl notice I cut the shadow lines on the holes and also added the bright spots on the floor. Other effects I do later with the ability to shade per-vertex (an8 really needs this too))

Trev
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: bayinghound on October 01, 2015, 11:42:49 am
I think it would be awesome to integrate the functionality of termin8tor. Though that could use some better particle effect.

Is it my imagination or does this build render faster? I like it, lots of very useful bells and whistles.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: lppena on October 02, 2015, 07:39:31 am
I haven't heard of this one. What is it?
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: bayinghound on October 02, 2015, 12:00:09 pm
Termin8tor uses an8 files. You can do some particle effects, make terrain with height maps and a few other things. The website is down but I was able to download it. You can read about it somewhere in the forum.

But seriously, I think it would be an awesome addition.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: kreator on October 03, 2015, 01:34:08 am
I think bayinghound is referring to Terrainim8or Ippena
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: captaindrewi on October 03, 2015, 07:52:35 am
or terranim8or
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: bayinghound on October 03, 2015, 10:48:52 am
Thats what I meant. Sorry, I brew beer for a living and had just done a tasting session.
Title: Possible features?
Post by: bayinghound on October 06, 2015, 08:10:15 am
I would love to see a way of cutting, pasting and mirroring in scenes, especially when you have a figure/sequence where you want multiple instances in a scene. Lets say you've modelled a car, you want to do a racing scene. The first figure and sequence could be copied and pasted. I'd also like to see a nudge like in the object area for those little spacing tweaks.

It would be cool too, to be able to cust and paste several scene elements into one. Is it possible already and I'm overlooking it or is it possible to do at all?
Title: Animates textures or movies
Post by: bayinghound on October 06, 2015, 08:19:17 am
I only know two ways of fudging an animated background or texture. One is to add several versions of the model and changing the texture on each model then dealing with the visibility in the scene. The second is to fire up terranim8tor and dealing with it that way. Any chance of adding that kind of support. You've probably had that request before.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Steve on October 20, 2015, 11:48:57 pm
I just posted build 1194 (http://www.anim8or.com/download/preview/files/animcl1194.zip) with Fas Select and Trackball rotation widgets.  Check it out!
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: nemyax on October 21, 2015, 07:21:18 am
Fast select-dragging is broken for bones in edit mode.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Steve on October 21, 2015, 03:07:34 pm
OK I'll fix it.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Trevor on October 21, 2015, 08:52:09 pm
Fog in RayTracing doesnt work...

Setting environmental properties dialoge fog to any value will result in a crisp fogless image unless using scanline.

There is no workaround that I can see.

trev
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: neirao on October 22, 2015, 02:04:35 am
Thanks Steve! :)
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: slex on October 22, 2015, 08:39:27 pm
build 1194- new Anim8or looks very profesional as it deserve, gray interface looks smooth and stylish, works fine with W10 64bit ;D
I just had to ran it as administrator first time.
  I have few question- could it be possible to integrate used textures(pictures) into saved .an8 file? What I mean is- every time when I move or copy saved .an8 file in which I used some pictures for texturing or bumpmaps etc., and try to open the same file again, it gives me errors that it cannot find the pictures and I have to find that manually. example is in attached pic1.
 Support for non english fonts please? Manual altering of L strings in .an8 file with notepad as mentioned is hard, I got lost into the finding the right unicodes,there are so many of them :o :o
 Regards
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Steve on October 22, 2015, 09:33:54 pm
slex: I'm working on some ideas to help in this regard. There are similar components that you might want to keep together
with the project, such as parametric scripts.

Did you know that you can set the Texture directory in the File->Configure dialog? Anim8or will search that directory and all sub-directories for texture files, in addition to using the absolute path name in the .an8 file.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: slex on October 23, 2015, 03:20:38 am
 8)  I've found nice solution for transferring .an8 files(but it is plausible only when there aren't too many pictures involved in a project)-so I could transfer projects on usb or some cloud storage and work on it or render it on other computers. I just copy needed .an8 file in new folder, then I copy all the pictures used for that project and paste it into that folder also. When I copy it on some other computer and start that project - Anim8or looks for picture files automatically in that folder ;D
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: nemyax on October 23, 2015, 08:54:02 am
Will widgets make it into the object editor?
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Trevor on October 23, 2015, 10:31:33 am
Slex, I think you have already figured this out but An8 already checks the full DIR of the texture location AND the local .an8 file directory.

So, if your .an8 file reads
texture { "9479F24040Other"
  file {
    "D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\9479F24040Other.bmp"
    }
}

An8 will first check here. IF no file exists it will then check the current working DIR (where you clicked the an8 file)

What could be usefull might be to check Local DIR/Last String loop.

eg, lets say I had all my 4bit textures in a folder named Textures 4Bit, .an8 would read
texture { "9479F24040Other"
  file {
    "D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\Textures 4Bit\\9479F24040Other.bmp"
    }
}

Now, lets say I moved the project to a new HDD or opened over a Network Share.

An8 would look for the texture and fail on the first check, it would procede to local DIR and also fail because the texture is 1 more folder, so, get an8 to attempt
for n = 0 to entries - 1
  LocalDIR+last entry(n)
next

This would produce the following
D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\Textures 4Bit\\9479F24040Other.bmp FAIL
LOCALDIR\\9479F24040Other.bmp FAIL
LOCALDIR\\Textures 4Bit\\9479F24040Other.bmp SUCCESS

Trev
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: cooldude234 on October 23, 2015, 11:15:11 pm
I think it would be awesome if anim8or just checked the project files local directory (the folder that the .an8 file is located in) for the textures.
Of course having it as an option (maybe in a project properties dialogue somewhere).
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Steve on October 24, 2015, 08:30:21 pm
OK that's enough inappropriate posts. Consider this discussion closed.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: cooldude234 on October 24, 2015, 10:03:55 pm
OK that's enough inappropriate posts. Consider this discussion closed.
What was inappropriate here? Am I just being blind right now?
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: ronaldefarmer on October 25, 2015, 04:45:33 am
What was inappropriate here? Am I just being blind right now?

Cooldude234: You're not blind; the inappropriate posts have been deleted.

Steve: I really like the new look with build 1194!

I have been wondering if it would be possible to put a "set as default" button on each of Anim8or's dialogue windows. Also, what is the reason that it is not possible to extrude multiple paths simultaneously, or to create faces with more than 500 points when extruding joined splines?



Thanks for the new build!!
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 25, 2015, 06:15:14 am
What new look? mines still the same !!  :(
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: ronaldefarmer on October 25, 2015, 06:48:39 am
What new look? mines still the same !!  :(
Build 1194 has a cool gray look on my computer, like the picture in my previous post. Isn't that new with 1194?
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: captaindrewi on October 25, 2015, 10:08:29 am
Is this a windows 10 thing or certain graphics cards dont give the same result?No change of look on mine either.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Raxx on October 25, 2015, 10:24:02 am
I don't think Steve's officially announced the new theme yet. You may not see the new changes if you're running Anim8or on a system that already has the registry setting from a previous dev release, or something to that effect. It's not really my place to tell you how to bypass it, though this post hints how to do it yourself :P
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: captaindrewi on October 25, 2015, 11:07:55 am
 ??? registry.... ;) fear word... :)
thanx for the insight though Raxx
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 25, 2015, 01:02:41 pm
Just out of interest some of my scripts do not work with this latest version of Anim8or I get "out of bounds memory" on my laptop running Windows10.  Most significant is mesh2path by NickE which I use quite a lot. Any body else had the problem?
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: thecolclough on October 25, 2015, 03:08:46 pm
Steve: I really like the new look with build 1194!
erm... i've tried running 1194, and the colours are all the same old light grey - how are you guys getting the dark/orange thing?
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 25, 2015, 03:44:42 pm
Heres mine now , just cleared the registry and re-installed 1194 version

Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: captaindrewi on October 25, 2015, 04:05:06 pm
just cleared the registry
Theys be dark matters...Such devilment! must not be for the likes of us mortal folk.
we could end up losing our souls.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 25, 2015, 04:23:27 pm
You only need to clear out the anim8or registry keys,

w10 apps/show all/windows system click run then type regedit

find HKEY current user click on that
find software click that
scroll down to Silicon Valley Software Highlight it then right click find delete Then click
exit regedit
and re-install Anim8or 1194 for a new look!

If you have any of the Directories allocated you will need to point them back again with configure in Anim8or

Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: captaindrewi on October 25, 2015, 04:31:34 pm
@ Kreator ...mesh2path doesnt work in last two anim8or releases win7 haven't tried others but works with 0.98 official release.
cheers for registry info.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 25, 2015, 04:33:43 pm
Drewi: Mesh2path: Have now got it working on Windows 10!.build 1194.. The Tank treads were made with it!


Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Steve on October 25, 2015, 06:06:56 pm
kreator: can you send me the script that's crashing?

Everyone: Rats, looks like I messed up. The new color scheme wasn't supposed to appear until Halloween, but for installs on new computers it sneaks in  :-[ .  For everyone else you'll just have to wait.

(If you're impatient you can always go to the Silicon Valley Software registry directory described by kreator and set GUI.ColorScheme to 1.)
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: slex on October 25, 2015, 07:00:44 pm
Just out of interest some of my scripts do not work with this latest version of Anim8or I get "out of bounds memory" on my laptop running Windows10.  Most significant is mesh2path by NickE which I use quite a lot. Any body else had the problem?
--Try to manually increase ''Undo buffer'' to about 100MB(default is only 1MB) in /file/configure/Undo buffer//.

Update//I finished test video made with dev.build 1194- rendering time was about hour. here's the link: youtube.com/watch?v=8qw0bYWg7qE[/youtube]]https://www.
(https://www.[youtube)   :) (btw. video is short, you can loop it by double right click and select repeat)[/color]
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 25, 2015, 07:10:29 pm
Slex:Yeah, I sussed that out after I re-installed 1194 and amended the config then everything was hunky dory again!

Steve: Not having any problems now, reset my config undo buffer back to 1oo meg and all is well again with a nice GUI in grey and Yellow cool.  Now You just need to get all the animation side sorted, IE: copy and paste Objects in scene mode instead of having to manually import them with Build every time!
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 28, 2015, 07:10:52 pm
Steve: Possible bug? Dunno but here is a Screenshot of a render I did this morning 6.00am GMT



Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: Steve on October 28, 2015, 09:13:26 pm
Yes, this is a bug.  Was the render finished, or was it still in progress?
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on October 28, 2015, 11:42:57 pm
Happened on the completion of the render.
Title: Re: Current Development Release - Build 1194, October 20, 2015
Post by: kreator on November 14, 2015, 02:50:14 pm
Knife tool Is Bugging again What Key do I use To Cut only selected Faces? Shift was working at one time, but Does not seem to be working now... I am Getting Cuts all over the place Where I Don`t want them!

Fix #098-061: <Ctrl> key in Point Edit CUT tool doesn't work. Switch to <Shift> key to cut only selected faces.
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: Steve on November 16, 2015, 10:41:35 pm
I just posted a new build 1198 (http://www.anim8or.com/download/preview/files/animcl1198.zip) with Fast Select and a Trackball for the Scene editor. I noticed a couple of glitches which I'm working on now. See the separate post for details.
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: kreator on November 17, 2015, 07:30:32 am
Build 1198 does not seem to run on windows 10 Just get the Circular loading icon running all the time, as if in an endless loop
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: Steve on November 17, 2015, 04:39:26 pm
OK I'll check it out.  In the mean time can you run it with the command line argument:

anim8or_1198 -traceinit

and let me know how far it makes it?
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: kreator on November 17, 2015, 05:07:05 pm
From CLI Just sits there doing nothing....
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: bayinghound on November 17, 2015, 05:17:02 pm
I'm having no issues on Windows 10. I had a lot of apps that didn't work after I upgraded to Windows 10, but then I upgraded my video driver and all was good. Have you tried compatibility mode?
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: Raxx on November 17, 2015, 05:36:21 pm
Could be your antivirus blocking it. For example, I have Avast and it either prevents it from running or takes ages to scan and start it, until I add the .exe file to its list of exceptions.
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: kreator on November 17, 2015, 07:03:17 pm
Raxx: Thanks for the info... your right, Its Avast. Added the exception and it now works! Funny it didn`t alert me!!
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: neirao on November 20, 2015, 05:01:24 pm
Thanks again Steve!! :)
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: Steve on November 23, 2015, 12:48:21 am
kreator: When using the knife tool, press and hold the Shift key before you click-drag and it should only cut selected faces. I tried this on 1194/1198/1199 and they all work for my example.  Let me know if you are still seeing any problems.
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: kreator on November 26, 2015, 08:05:28 am
This is the problem I have when using the cut(knife) tool. It would always work with 0.98 version but is erratic with the development versions.

Let's imagine a non uniform face that has a lot of points , and I want to cut them into sections. I would select the face, select the knife, hold down the shift then click on one point, which highlights, then drag to another point. This never indicates to me that it has been selected but, just adds another point over or beside the original point. This is becoming increasingly frustrating, as it does not complete the cut.
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: Steve on November 26, 2015, 07:07:01 pm
kreator: OK I see what you're saying now. I'll look into it.
Title: Re: Current Development Release - Build 1185, August 3, 2015
Post by: Hypure on November 29, 2015, 08:20:47 pm
Nice new look. Cool. 8)
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: Steve on November 29, 2015, 10:04:48 pm
Thanks, Hypure! But you should really be thanking Raxx since most of the new color scheme was his design :)
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: neirao on November 30, 2015, 10:49:51 pm
yes! this new look is amazing!
Title: Re: Current Development Release - Build 1198, November 16, 2015
Post by: bayinghound on November 30, 2015, 10:56:37 pm
I'm a novice when it comes to modelling, but thanks to Anim8tor and the recent developments, I feel I have gotten better. I will post some pics soon. My one problem, I am so use to Anim8tor it is difficult for me to play around with ither free modelling programs.
Title: Re: Current Development Release - Build 1201, November 29, 2015
Post by: Hypure on December 06, 2015, 03:08:38 am
Good job Raxx, I am sloww excepting change this significant but this one is nice, I use Anim8or allot lately with a large monitor and the new look is definitely easy on the eyes. I hope to finish soon with a project that will I hope be a nice addition to the user project feed... 8)
Title: selecting bug in scene- 1201 release
Post by: Hypure on December 06, 2015, 05:06:09 am
Selecting objects in the work space no longer highlights them on the time-line.   That was important for when identifying particular lights and camera's when there are multiples in the work space/scene-over all it's missed tremendously.
Title: Re: Current Development Release - Build 1201, November 29, 2015
Post by: Steve on December 06, 2015, 05:53:31 pm
Hypure: Thanks, I noticed that, too.  It's fixed it for the next drop.
Title: Re: Current Development Release - Build 1201, November 29, 2015
Post by: johnar on December 09, 2015, 07:47:01 am
Have only just noticed that Key Selected Bones and Key All Bones has been added to Scene editor. It happened in build 1175!
 Just goes to show, it pays to have a good look at the major changes that have been added to these recent builds. (page/post 1)
 Nice work steve. :)
http://www.anim8or.com/smf/index.php/topic,4795.0.html
Title: Re: Current Development Release - Build 1201, November 29, 2015
Post by: kreator on December 12, 2015, 12:18:40 am
Build 1201, Has anybody been able to move objects in scene mode, everything seems to be locked to the origin.
Title: Re: Current Development Release - Build 1201, November 29, 2015
Post by: captaindrewi on December 12, 2015, 02:28:01 am
I can move things around in scene mode all seems normal.
win7
Title: Re: Current Development Release - Build 1201, November 29, 2015
Post by: johnar on December 12, 2015, 06:04:54 am
 Ditto. No problems here. (Windows xp laptop and windows 7 tower pc).
Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: Steve on December 13, 2015, 12:54:18 am
I posted build 1203 (http://www.anim8or.com/download/preview/files/animcl1203.zip) which restores the original rotation axes for direct bone rotation, and adds the ability to hide individual trackballs with Shift-Click on a selected bone, or with the  Edit->Bones->ToggleTrackballVisibility command.

Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: Hypure on December 14, 2015, 05:51:10 pm
Scrolling in timeline is NICE and selection in work space feels better, not sure if the latter is in my imagination or not but feels good.  8)
Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: slex on December 17, 2015, 04:56:20 am
hello :)
I just wanted to ask if there is possibility to 'undo and redo' history without limitations? Whenever I do some test rendering to preview image and close the rendered picture all the history vanishes and undo or redo is impossible :'(.
   It would be great if there could be some kind of 'undo-redo' pallete on every workspace - it doesn't need to have text-description  asigned to every step, I'd sugest only numbers (i.e numbers from range 1-20 under 'undo' for twenty 'undo' steps and the same for 'redo').
Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: Raxx on December 19, 2015, 02:15:11 am
posts moved (http://www.anim8or.com/smf/index.php/topic,5318.0.html)
Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: Steve on December 19, 2015, 06:34:28 pm
slex: I should be able to preserve the undo list through renders.  However it's much harder to do it when you change between the different editors because changes that you make in the Figure editor, for example, can invalidate the undo data for a Scene.
Title: Idea for the reverse shadows issue.
Post by: Hypure on December 20, 2015, 03:31:30 pm
Preserving undo data would be pretty sweet Steve.... On another note;  what if there was a keyframe button on lights that would reverse the shadows for a single frame  (or an on/off), that way on bad frames of animation I could manually keyframe these to "undo" the frames with reverse shadows?  If that is possible that would solve that issue in my book. ???
Title: timeline bug
Post by: Hypure on December 20, 2015, 03:39:11 pm
It seems I can no longer delete/copy or paste frames on the timeline. :'(
Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: Steve on December 20, 2015, 05:19:05 pm
You can animate a light's color.  Set it to black to turn the light off.

What's not working for copy/pasting keys?  First select the frames and the attributes that you want to copy, copy them (Ctrl-C), select the starting frame for the paste and paste (Ctrl-V).
Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: slex on December 20, 2015, 05:33:33 pm
slex: I should be able to preserve the undo list through renders.  However it's much harder to do it when you change between the different editors because changes that you make in the Figure editor, for example, can invalidate the undo data for a Scene.
I was thinking- could it be possible to preserve 'undo-redo' data within the saved .an8 file? That would also do the same purpose- by saving .an8 file of the current editor and starting that project again and giving it different name. Also if user activates the autosave then most of the steps would be kept if project crashes for any reason.
  regards
Title: reversed shadows,,,,,,,, copy and past on timeline
Post by: Hypure on December 20, 2015, 06:31:12 pm
I may not have made my point...   If I render a movie, sometimes there will be frames where the shadows reverse-in other words everything in a shadow is now light, and everything outside a shadow is now dark. (It appears to be flashing while watching in real time) ...........different topic.....Copy and paste- maybe it's a bug in my save- i'll try a different save to see if it persists
Title: bug in my save
Post by: Hypure on December 20, 2015, 06:38:09 pm
ok it was a bug in my save.... sorry bout that :o operations in timeline are fine
Title: Re: Current Development Release - Build 1203, December 12, 2015
Post by: bayinghound on December 20, 2015, 08:14:39 pm
slex: I should be able to preserve the undo list through renders.  However it's much harder to do it when you change between the different editors because changes that you make in the Figure editor, for example, can invalidate the undo data for a Scene.
I was thinking- could it be possible to preserve 'undo-redo' data within the saved .an8 file? That would also do the same purpose- by saving .an8 file of the current editor and starting that project again and giving it different name. Also if user activates the autosave then most of the steps would be kept if project crashes for any reason.
  regards

Sounds like version control/history to me. That would be cool.
Title: Re: Current Development Release - Build 1205, December 20, 2015
Post by: kreator on December 21, 2015, 05:34:42 am
This is the problem I have when using the cut(knife) tool. It would always work with 0.98 version but is erratic with the development versions.

Let's imagine a non uniform face that has a lot of points , and I want to cut them into sections. I would select the face, select the knife, hold down the shift then click on one point, which highlights, then drag to another point. This never indicates to me that it has been selected but, just adds another point over or beside the original point. This is becoming increasingly frustrating, as it does not complete the cut.

kreator: OK I see what you're saying now. I'll look into it.

Topo tool Works nicely thanks Steve. However, same cannot be said on my previous topic above. I still cannot get the knife tool to work correctly as it previously did.
Title: Re: Current Development Release - Build 1205, December 20, 2015
Post by: slex on December 21, 2015, 11:51:39 am
'kreator', I had that problem and I've changed 'configure UI' - now everything is checked except preview and works OK.
Title: Re: Current Development Release - Build 1205, December 20, 2015
Post by: kreator on December 21, 2015, 12:49:23 pm
Slex:No it still does not work correctly.However the topo tool will get aroud my problem as that does work, making the knife toolkind of redundant
Title: Re: Current Development Release - Build 1205, December 20, 2015
Post by: neirao on December 21, 2015, 03:16:39 pm
nice update!! Topo Knife Tool!! wow! thanks steve!
Title: Re: Current Development Release - Build 1205, December 20, 2015
Post by: slex on December 21, 2015, 04:25:40 pm
Slex:No it still does not work correctly.However the topo tool will get aroud my problem as that does work, making the knife toolkind of redundant
try to erase older versions of anim8or unzipped files and try again :-\.
Title: Re: Current Development Release - Build 1208, January 7, 2016
Post by: kreator on January 10, 2016, 01:48:15 pm
Noticed that there is a New Procedure in Scene/properties/Enviroment for Panoramic images "Lambert Projection" what max values should be applied?
Title: Re: Current Development Release - Build 1208, January 7, 2016
Post by: Steve on January 10, 2016, 09:05:52 pm
kreator: There are two common formats for a single image 360 degree panoramic background. The simplest uses a linear X-axis to longitude, Y-axis to latitude mapping. This is the most common and is used by the MIT Sun360 project http://people.csail.mit.edu/jxiao/SUN360/main.html (http://people.csail.mit.edu/jxiao/SUN360/main.html) (Unfortunately it looks like their web site no longer has their large library of images.) However this format is fairly inefficient since pixels near the poles represent a smaller area of the view than those near the equator.

The Lambert Cylindrical Equal Area projection, the new option in Anim8or, covers an equal area with all pixels. https://en.wikipedia.org/wiki/Lambert_cylindrical_equal-area_projection (https://en.wikipedia.org/wiki/Lambert_cylindrical_equal-area_projection).

I've attached a project with both types of projections.

For full background inages use the values -180 to 180 and -90 to 90.
 
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: Trevor 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
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: Steve on January 11, 2016, 04:23:59 pm
OK I'll look into it.
Title: Build 1210 Perspective view no-longer remembers
Post by: Hypure 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 
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: Steve 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.
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: nemyax 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:
It's pretty consistent.
Title: Perspective memory
Post by: Hypure 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
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: cooldude234 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).
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: Raxx 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]
(http://www.anim8or.com/images/three_birds.gif)
(http://www.anim8or.com/images/three_birds.gif)
(http://www.anim8or.com/images/three_birds.gif)
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: neirao on January 17, 2016, 03:24:30 am
nice!
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: cooldude234 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
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: selden 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.
Title: Re: Current Development Release - Build 1210, January 9, 2016
Post by: Steve 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.
Title: Re: Current Development Release - Build 1212, January 18, 2016
Post by: Steve on January 19, 2016, 05:16:49 am
Build 1212 (http://www.anim8or.com/download/preview/files/animcl1212.zip) has been posted.
Title: Re: Current Development Release - Build 1212, January 18, 2016
Post by: Raxx on January 19, 2016, 10:51:53 am
It's cool finally being able to see environment maps in the workspace. Thanks Steve!
Title: Pretend modifier keys
Post by: nemyax 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?
Title: Re: Current Development Release - Build 1212, January 18, 2016
Post by: Steve on January 20, 2016, 10:23:17 pm
Holding down a key vs. a single hit is problematic because it's difficult to tell what exactly you intend to do.

An alternate idea that I've been experiment with is to have a "Go Back" key that would revert to the previous editing mode.  That way you could type 'a' for arrow mode, select things, and then "go back".  The biggest problem I have is deciding on the "go back" key.  I've been saving the F# keys for something very general and I'm thinking of using one of those.

I also have been playing with a "go back" key for the current view, focus, and/or viewport layout, and such. Don't have a good way to combine these into a smooth scheme yet because I haven't done a lot of experimenting so far.
Title: Re: Current Development Release - Build 1212, January 18, 2016
Post by: nemyax on January 21, 2016, 04:22:01 am
Holding down a key vs. a single hit is problematic because it's difficult to tell what exactly you intend to do.
The interpretation of the user's intention would be similar to what standard key repeat does. When you press a character key, you immediately type a single character (or enable a tool), and you have a few milliseconds to release the key before the system goes into repeat mode (or into go-back-on-release mode). If you haven't released it by then, repeat mode must be what you want.
Title: Re: Current Development Release - Build 1212, January 18, 2016
Post by: Trevor on January 21, 2016, 11:49:24 am
I think steve means he is not sure how to distinguish in programming.

But just in case, lets hold L, what we see on screen with any gaps in time replaced with a space is:
L        LLLLLLLLLLLLLLLLLLLLLLL.
This pause is controled by control pannels typographic rate or something like that.

In VB ther is Key Press, Down and Up events, but quickly testing there is no difference between keydown and keypress... According to the docs, KeyPress should only go once, but I made a button change colour from green to black and it just kept going on both events...
Keyup also applies to both...

Very odd...

The only way I can see to overcome this is to add a timer event and
onKeydown
enable whatever
ToggleON = true //Imediatly assume toggle
If time > x ToggleON = false //time x has ellapsed, no longer a toggle

On KeyUp
if ToggleON = True then ToggleOn=False //reset for next time keyup is checked, dont disable as key was toggle.
if ToggleON = False then Disable whatever //key was held so disable on keyup


Something like that anyway.

Trev

P.S. Oh, I have a feature request, Export Model as shown in frame.

eg, You have a guard figure in a sequence and he is say hunched over, the original object is scarecrow, I would like to export the Hunched over Guard (sequence frame) as an object for printing.

The same princibe could be applied to scene too, although Im not too sure how used it would be.

If the scene also exported the lighting shadows etc then that might come in usefull (Im sure this might have been discussed before and I can always import an unlit level into PG now and export shadows from PG and re-cut the mesh in an8 for final re-import into PG)
Title: Re: Current Development Release - Build 1213, January 26, 2016
Post by: kakachiex on January 30, 2016, 07:17:20 pm
Anim8or v1213 Bug
-vertex don't appear in flat shaded mode
-sometime topo knife don't cut through multi edges or face
Title: Re: Current Development Release - Build 1213, January 26, 2016
Post by: kakachiex on January 30, 2016, 07:25:02 pm
Here is my system info and opengl
Title: Re: Current Development Release - Build 1213, January 26, 2016
Post by: Raxx on January 30, 2016, 07:43:33 pm
I don't have any issues with points not showing. Did you make sure "Flat Points" is ticked in File->Configure UI..., and/or that the shape was converted to mesh if it was a primitive/parametric shape?

The topo knife isn't meant to cut through multiple edges/faces (yet).
Title: Re: Current Development Release - Build 1213, January 26, 2016
Post by: kakachiex on January 30, 2016, 08:30:06 pm
oh thanks Raxx is working, ok this is a limitation of the topoknife
Title: Re: Current Development Release - Build 1213, January 26, 2016
Post by: kakachiex on January 30, 2016, 08:34:48 pm
did Anim80r support clean boolean operation for hard surface modeling
Title: Re: Current Development Release - Build 1213, January 26, 2016
Post by: Raxx on January 30, 2016, 09:16:07 pm
There is a boolean script (http://www.anim8or.com/smf/index.php/topic,2507.0.html) by Kubajzz.
Title: Re: Current Development Release - Build 1213, January 26, 2016
Post by: Trevor on January 30, 2016, 11:35:02 pm
The boolean scripts work most of the time, but I found they got stuck with high poly counts for 2 reasons. 1 High poly counts bring the script to a crawl, 2 the more polys, the greater chance for errors and holes.

I made a screw thread and boolean subtracted it from a cube, it left many holes and inverted faces.

So, best to use simple stuff, subtracting a cylinder from a cube is fine so Im sure its poly-count related. (cylinder being 3-32 sides while screw thread was (32*6)+(2*(6*32)) which was a lot of faces. (if interested on my maths, I used the spring plugin with 4 sides 6 loops at 32 per loop. Boolean union spring and cylinder removes inner 2 sides)

Trev
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: dancingshoes on February 02, 2016, 01:20:15 pm
This is just to report that version 2013 and 2015 consistently crash for me in the first frame or two when trying to render a movie of a moderately complex scene using Art Line.

Other renderers are OK.

The size of the rendering doesn't matter.

I tried a simpler scene. It rendered OK. Tried to eliminate elements to isolate problem. Not yet found what it might be.

Thanks.

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   Anim8or_1215.exe
  Application Version:   0.9.8.0
  Application Timestamp:   56ae3cd4
  Fault Module Name:   Anim8or_1215.exe
  Fault Module Version:   0.9.8.0
  Fault Module Timestamp:   56ae3cd4
  Exception Code:   c0000005
  Exception Offset:   00010ce6
  OS Version:   6.1.7600.2.0.0.256.48
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789

Unhandled Exception
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Raxx on February 02, 2016, 02:09:00 pm
Probably related to dancingshoes's issue, just setting up and rendering the spheres in this post (http://www.anim8or.com/smf/index.php/topic,4990.msg39781.html#new), Anim8or crashed around 5 times. This seems random, I can't get it to happen on purpose, instead it happens when I don't expect it. Seems to happen more often after rendering and then loading/canceling property dialogs. It's happened many times before like I already posted about. No point posting the .an8

Something I've also noticed, Anim8or seems to add and key an 'active' controller to the camera after saving and reopening the file.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve on February 02, 2016, 04:17:08 pm
Raxx: can you send me the project with the spheres that crashes? I need help finding that crash.  I've built that scene (or as close as I can approximate it) several times and rendered them multiple ways without any crashes.

Thanks.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Raxx on February 02, 2016, 04:28:17 pm
Here it is, attached. I also tried a bunch of variations with rendering and dialog boxes and switching editors but could not force it to crash. It's really bizarre. It's like it knows when I want to catch it :o
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: dancingshoes on February 03, 2016, 01:43:57 pm
It seems that my Art Ray rendering crash problem is related to one object and its material. If I use color only (no texture file) it seems OK.

Attached is the offending object.

This may be an old topic but if I run Anim8or in XP compatibility mode, it does not seem to crash. I'm using Win 7 64 bit.

This may be an old topic non-2015 too but I'm don't understand why, when it does render, this object IS transparent but if I use a material based on a similar PNG file, it IS NOT transparent. (Other jpg textured objects in the scene render OK, btw.)

The problem JPG based material and the PNG based material are included.

Again, thanks.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve on February 03, 2016, 04:41:04 pm
Thanks, I'll look into it. I've tried Raxx's project in multiple ways and it always works.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve on February 03, 2016, 05:13:08 pm
Crashed on the first render - I should be able to fix the problem now ... thanks for everyone's help.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve on February 03, 2016, 11:21:47 pm
I fixed the crash and the strange transparency with the .jpg texture.  The material that uses it has the texture's blendmode=decal and alphamode=final. There isn't any alpha channel so this combination doesn't make any sense - Anim8or shouldn't allow it. The other renderers already handled it by sucstituting alphamode=none for this so I changed ART to do the same.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: nemyax on February 03, 2016, 11:50:14 pm
In multi-viewport layouts, the Perspective view can't be used in some viewports. Arc-rotating these viewports changes the caption from "Perspective" to "UserN", keeps the perspective projection and disables Alt+MMB dollying. There's only one fully-functional Perspective viewport per layout.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: dancingshoes on February 04, 2016, 01:23:14 pm
Thanks Steve -- Art Ray Crash

I was hoping I wasn't going crazy and/or wasting your time.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: cooldude234 on February 04, 2016, 08:08:56 pm
Thanks Steve -- Art Ray Crash

I was hoping I wasn't going crazy and/or wasting your time.

lol, nobody goes crazy on these forums. They just go Cr8zzy! :D
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Hypure on February 05, 2016, 12:51:43 am
funny cooldude. ;D
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: AlecJames on February 09, 2016, 07:01:36 pm
Object editor cut faces crash, don’t know if it’s a known issue.

I am using anim8or 1215 on win7 x64, OpenGL 4.2

Object editor, create a C shaped path.
 
Convert the path to a mesh, mirror (I could not mirror the path), join solids, merge the points where the mirrored C’s meet – I end up with a rectangular path.
 
Extrude the mesh (extrude ignores the number of segments?) 3 segments, length 30, change view to top view

Change to point edit, select the cut faces tool, and cut the object horizontally, anim8or stops working.

thanks A

Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: AlecJames on February 09, 2016, 07:05:19 pm
BTW - there used to be a tool tip on the bottom left of the status bar when I hovered over a button. Now there is static text "object editor".  Is this a configuration / can I still get the tip?
thanks
A
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: nemyax on February 09, 2016, 10:20:33 pm
Steve
Would you object to changing the p shortcut (for point selection) to v? This way the component shortcuts would all be close together and component switching would be fluent. The operation currently bound to v is not used nearly as frequently as switching to points.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve on February 10, 2016, 02:44:18 am
AlecJames: #098-076 - Cut Faces Crashes. Nice instructions for a repro, thanks!  I'll fix it.

AlecJames: Try clicking on the Option->ToolTips menu command :)

nemyax: That's a great idea. Will do.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: kreator on February 10, 2016, 06:14:08 am
Followed AlecJames instructions to the letter, I get three segs, does not crash for me!! build 1215 OpenGL 4.5


Note: If you convert to a mesh then extrude, surely you would need to convert back to a path? (which is what I did)
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve on February 10, 2016, 09:22:18 pm
You can extrude a mesh. What happens is that all the edges with less than 2 faces are extruded.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: AlecJames on February 10, 2016, 09:46:32 pm
Thanks Steve :)
Let me know if you need any more info.

kreator: I couldn't convert my rectangle mesh back to a spline (same as path?), I don't know how to do it.  Build->convert to spline is not greyed out but when I try, then double click the rectangle the properties show it still as a mesh.  I'm not sure how to upgrade my opengl to 4.5? I think it comes with my video driver and I'm pretty sure I've got the latest version.  (laptop / card is a few years old now)
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Trevor on February 11, 2016, 11:29:08 am
I finally worked out how convert to splinen works

http://www.anim8or.com/smf/index.php/topic,4839.msg39835.html#msg39835
"EDIT
I  have just realised how "Convert to spline" works.
You have to go to PEF mode and then select on edges that dont connect back over themselves (eg, on a cylinder, cut the top off, then only select the perimiter and ignore the crossing lines(Triangulation)) then click "Convert to Spline"
So, this should be dissabled on object mode to denote it cannot be used.

With this method I extruded a line, used shell tool on it, deleted the "Raised" verticies, removed all faces and cross connecting lines on bottom, then finally selected the Inner and Outer Perimiters and said "Convert to Spline" to get back legnths on screen."


Trev
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: AlecJames on February 11, 2016, 09:39:02 pm
Thanks Trevor :)
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: fromsoysauce 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.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve 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?
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: fromsoysauce 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!
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: nemyax 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.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: fromsoysauce 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. 
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Trevor 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
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: fromsoysauce 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.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: AlecJames 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
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: slex 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.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: AlecJames 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? :-[   
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: thecolclough 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.
Title: Re: Current Development Release - Build 1215, January 31, 2016
Post by: Steve 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.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: cooldude234 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
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Hypure on February 17, 2016, 02:19:19 am
Nice ART fix, I'll have to check it out... 8)
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: nemyax on February 17, 2016, 08:16:17 am
In build 1219 the mirror is much improved, but weird things still happen around the mirror plane. For example, dissolving this pair of mirrored edges should just obliterate them as it would any other:

(http://pix.academ.info/images/img/2016/02/17/5794d3f7b952b8a5ece935c3c3336ad8.png)

Instead, it pokes a hole:

(http://pix.academ.info/images/img/2016/02/17/ec0b9f269e79ab85472f39f0bddeb6cd.png)

You can't reliably dissolve the centre edges or vertices on them. It only works some of the time.
Also, cuts that involve centre components aren't always mirrored.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: selden on February 17, 2016, 11:14:23 am
When build 1219 starts on my system, it opens a very tiny desktop window which is mostly off-screen at the top left. At first I thought its window wasn't opening at all.

Build 1215 starts fine: its initial window occupies most of the screen.

I'm running Anim8or with the traditional GUI colors.

What additional info can I provide to find the problem?

Here's my basic system info:

Computer: Dell Latitude E6510 laptop
          Core i7 Q720 (1.6GHz), 8GB; Win 7 Pro x64 (SP1), Aero GUI
Disk: PNY CS1111 SSD (480GB)
DVD: Hitachi HL-DT-ST GU10N -- Multi DVD Rewriter, Region 1
Display: 1920x1080 FHD, 60Hz (1080p)
Graphics: Nvidia Quadro NVS 3100M (512MB),  driver v341.44
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 17, 2016, 04:46:46 pm
I found out what the problem is.  You can fix it like this:

1. Open Anim8or and resize the screen to something useful.
2. In the File->Configure dialog check the "Remember Window Location" box.
3. Close Anim8or.

Now it should always start in the same place.  I'll fix this in the next drop.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: selden on February 17, 2016, 05:28:35 pm
Thanks!
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Kyle on February 17, 2016, 09:28:17 pm
First time trying normal maps. It crashes every time I attempt to apply a material with one.  I'm on Windows 10 and the latest build of anim8or.

Edit: ok, it seems to work if I first open your sample normal mapped file, it just doesnt like it when I start from scratch. Strange.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 18, 2016, 01:51:15 am
Kyle: if you could send me a project with the material that crashes, and the normal map file, I'll try to find the problem.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: AlecJames on February 19, 2016, 10:42:31 pm
1215 and 1219   win7 x64    opengl 4.2

In point edit mode, texture UV, the texture is only visible in smooth shaded mode. Flat shaded and wire frame can show the rear of the texture of the opposite face (and you can think that you are editing the opposite texture).  This has changed since 0.98, is it correct?
 
I'm not sure if this isn't the intended operation - If I double click texture UV to see the Texture Coordinate parameters and click reset or 'reset to default' it affects all faces, not just the selected faces, is that correct?

I can post a detailed write up if needed.
Thanks
A

Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 19, 2016, 11:19:22 pm
I can reproduce the problem.  I'll fix it.  In the mean time you can disable the new OpenGL vertex array code with the Options->Debug->NewOGLRenderer option and it will work OK.

I think it's always reset the whole object.  I just tried it in v0.981.

#098-077 - UV editor doesn't show textures in wireframe views.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Hypure on February 20, 2016, 03:32:55 am
You can retain undo history between scene and object on all objects except for the object currently selected....  Just noticed that- will come in handy.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 20, 2016, 05:29:22 am
In the next build the Undo history will be preserved across all renders.  I've already finished that part but am waiting to finish a few more things before posting it :)
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: kreator on February 20, 2016, 06:26:55 am
Steve: Any way you can extend the list of recent projects from four to at least 10 in the menu/file. I know it is in the registry but I have tried adding more without any success. Would be nice as I always have loads of projects on the go but its always the case of trying to remember where l put them ( I`m getting an old man now!)
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 20, 2016, 07:21:04 am
kreator: that's not a bad idea!  I'll see what I can do...  (i.e. Sure, just give me a moment!)
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Kyle on February 21, 2016, 06:40:54 am
Kyle: if you could send me a project with the material that crashes, and the normal map file, I'll try to find the problem.
I was just about to until it randomly started to work, now I cant reproduce it. At least not consistently.


Anyway, I like the idea of putting more recent projects in the list. I'm so disorganized it would help me quite a bit for such a small thing.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: AlecJames on February 21, 2016, 09:02:57 pm
Hi Steve,
In build 1219 the playback issue is back where clicking on the screen / track window can cause anim8or to stop responding until the end of the playback.  I found it quite easy to reproduce using the testglobe project I posted earlier in this thread.  Clicking in the track window during play back does it. (sometimes just once, sometimes several clicks are required).
Thanks for all your hard work :)
A
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 21, 2016, 11:46:47 pm
AlecJames: I changed how the messaging works to redraw windows when I added the floating track option.  I think the redraws aren't getting there when Anim8or is busy.  It also happens when you render a movie using the OpenGL renderer - nothing shows up on the screen until it's finished, though the frame counter in the status window updates. It's on my list to fix.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: GISNut on February 22, 2016, 01:25:26 am
I love how this update of Anim8or is going. I've been using this software for years. I was slow getting proficient and had a long learning problem with 3D and the Anim8or UI. Three years ago I forced myself to use it daily until I worked out all of my confusion. I worked the tutorials until my brain lit up.

I'm still choking up on the Blender UI but Anim8or has helped me there too.

I'm a 2D animator and long time computer programmer. This update has made my 3D work great!

Thanks for all the work.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Kyle on February 22, 2016, 05:28:11 am
To anyone who might know the answer, is there still no alternative for the middle mouse button? I use a wacom tablet and have no way of using a middle click/mouse wheel. I relied on the keyboard short cut heavily and now its gone. It really slows down my workflow in newer builds.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: nemyax on February 22, 2016, 07:10:48 am
Maybe Steve would consider generalising Shift+LMB as a substitute for MMB. It doesn't seem like that would be in conflict with any current bindings.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Trevor on February 22, 2016, 11:11:38 am
Maybe Steve would consider generalising Shift+LMB as a substitute for MMB. It doesn't seem like that would be in conflict with any current bindings.

Quote from: Steve
LMB+Shift: Dissolve edge or point.  Does not clean up since it's sometimes ambiguous to know what to clean-up. It's simple for the user to click again to do thins since it's just a repeated click.

Its already taken too, just like Ctrl+Shift+LMB was.

Havnt heard anything on Ctrl+Alt+LMB yet, it should work so long as you press ctrl first. If you press Alt first it should use Arc-rotate. Arc-Rotate MMB action can still be done via eye>scale for those on some laptops

Actually, its funny, the laptop I was using actually has scrolling sides, but since Win10 the driver doesnt allow it. The mouse options have a tone of stuff to do with it, but it never functions.

Trev
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: nemyax on February 22, 2016, 02:41:25 pm
Its already taken too
I thought about that, and that isn't a conflict. Going with Shift+LMB = MMB would simply make MMB do the same thing in the topo knife, where it previously did nothing.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: captaindrewi on February 22, 2016, 03:19:37 pm
+1   Shift + LMB = MMB :)
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: fromsoysauce on February 22, 2016, 06:52:45 pm
Does extrude edges not work anymore if you have more than 1 edge selected?
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 22, 2016, 09:57:32 pm
Extrude Edge should work with multiple selected edges.  Make sure that the edges have only one face attached.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: fromsoysauce on February 23, 2016, 02:40:14 pm
That is strange. I just ran a test this moment: had a mesh cube, cut the bottom face, selected the open edges and tried to extrude it. It didn't work. it simply deselected the edges.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Sluggs on February 23, 2016, 04:19:45 pm
That is strange. I just ran a test this moment: had a mesh cube, cut the bottom face, selected the open edges and tried to extrude it. It didn't work. it simply deselected the edges.

It's working fine here. :-)

PS. Thanks for the Knife tool update, Steve. Works great!
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 23, 2016, 04:36:25 pm
fromsoysauce: After you select the edges click-drag directly on one of the selected edges to extrude them.  If you click on something else they are deselected. This is slightly different from the other tools and I'll make it act more like the others.
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: fromsoysauce on February 23, 2016, 11:12:09 pm
Ahh, ok, thanks for that. Works!
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Hypure on February 24, 2016, 04:40:44 am
I had my auto-save to a removable drive, then one day was using anim8or  with the drive out, it posted about a dozen errors.   Now it won't auto-save anywhere I set the CONFIGURATION settings to.   Any ideas?
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Trevor on February 24, 2016, 11:15:19 am
Steve, Im not sure that refrence images should be exported in obj and stl.
Im not sure when they started to be exported but it means removing them before exporting which I forget since they are in a hidden layer.

Refrence images should be an8 only, If they are to be exported they should explicitly be converted to mesh.

I guess you could add a questionbox on exporting stating
"You have 1 or more reference images in this object.
Do you want to export these too?
YES NO"

Trev
Title: Re: Current Development Release - Build 1219, February 16, 2016
Post by: Steve on February 24, 2016, 04:33:04 pm
Hypure: I'll look into the auto-save problem.

Trevor: You're right, reference images aren't really a part of the model.  They shouldn't be exported.

#098-078 - Auto-save to a removable drive problem.
#098-079 - Reference images shouldn't be exported in obj and stl.

Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Steve on February 29, 2016, 07:12:57 pm
New build 1222 (http://www.anim8or.com/download/preview/files/animcl1222.zip) is ready.  Check it out!
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Sluggs on March 01, 2016, 12:50:04 am
Thank you very much for the Control Handle update! It's really useful! 8)

I just easily made a bone-shaped path to test it!
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: neirao on March 01, 2016, 01:54:24 am
thanks steve!
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Hypure on March 01, 2016, 03:43:58 pm
 8)
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: slex on March 01, 2016, 11:07:08 pm
 :o preserved undo-redo history after rendering is great. Thanks.
 Mr.Steve, I would suggest that you post the link for development versions of Anim8or on the main page of the site next to the v0.98. It is much improved and looks cool and some new users may find it easier to work with it.

Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: spicy on March 02, 2016, 07:41:18 pm
I must say, I'm really liking the new look of Anim8or! It's been a while since I last had a look at the development builds. Very nice indeed. Great work! :)
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Raxx on March 03, 2016, 11:06:40 pm
I have a crashing issue when using two monitors. If loading Anim8or in the main monitor, everything's ok. If I load Anim8or into the main monitor and then move it into the secondary monitor before the splash screen goes away, it crashes. If I set it to save the window position and load directly into the secondary monitor, it crashes as soon as it opens. The only time it doesn't crash in the secondary monitor is when I load it in the main monitor and then after the splash screen finishes, I move it to the secondary monitor. Even then, it crashes when switching editors or just randomly.

Build 1222, Win10, OpenGL 4.5, nVidia GTX 980m.
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: slex on March 04, 2016, 12:41:43 am
Raxx- did you increase undo buffer to max 100MB, maybe it lacks of RAM memory? Could the undo buffer be increased to more than 100MB, lack of ram makes many graphical programs act weird.
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Steve on March 04, 2016, 01:05:53 am
Raxx: Can you try running Anim8or from a command line with the argument -traceinit:

C:\xxx anim8or.exe -traceinit

and post the output?  I may need to add some more trace output to find where it's crashing.
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Raxx on March 04, 2016, 02:07:25 am
slex, undo buffer was already at 100mb

steve,

Code: [Select]
begin: InitInstance()
call:  AppInitRegistry()
       Checking for .an8 association.
       association found.
       AppInitRegistry() successful.
       creating dummy window.
       dummy window created.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 1).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 9.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 9).
end:   Draw3DOpenGL::CreateContext() return value = 0x00010000.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
       dummy window destroyed.
       creating main window.
       GPreserveWindowLocation = true.
       GIsMaximized = false.
       main window created.
       Anim8or = 0.98a (build 1222) 29-Feb-16.
       OS = Windows 8  (6.2) build 9200.
       CPU = x86 Intel Pentium 8 cores model 94 stepping 3.
       creating final OpenGL context.
       UsingDummyWindow = true.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 57).
end:   Draw3DOpenGL::CreateContext() return value = 0x00020000.
       final OpenGL context created.
       creating floating window (top level).
       creating child windows.
       child windows created.
call:  MakeCurrent(hdc, glContext).
       MakeCurrent() successful.
call:  theOpenGL->Initialize().
       theOpenGL->Initialize() successful.
begin: Draw3DOpenGL::ReadExtensions()
       OpenGL vendor: NVIDIA Corporation
       OpenGL renderer: GeForce GTX 980M/PCIe/SSE2
       OpenGL version: 4.5.0 NVIDIA 359.06
       GL_MAX_TEXTURE_SIZE = 16384.
       OpenGL version = 4.5.
       GL_MAX_SAMPLES_EXT = 32.
       determining actual maxSamplesPerPixel.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 2).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 25.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 3).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 41.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 4).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 41.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 5).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 6).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 7).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 9).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 10).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 11).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 12).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 13).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 14).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 15).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 16).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 17).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 18).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 19).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 20).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 21).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 22).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 23).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 24).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 25).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 26).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 27).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 28).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 29).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 30).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 31).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 32).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
       maxSamplesPerPixel = 16.
end:   Draw3DOpenGL::ReadExtensions()
call:  MakeCurrent(hdc, NULL).
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Steve on March 04, 2016, 02:19:32 am
AlecJames:
Quote
In build 1219 the playback issue is back where clicking on the screen / track window can cause anim8or to stop responding until the end of the playback.

Fixed for next build: #098-084 - Screen doesn't update while rendering a movie.

Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Steve on March 04, 2016, 02:32:42 am
Raxx: It looks like it's crashing in the ShowWindow/UpdateWindow systenm calls.  There's more things that happen between your last trace message ant the end of initialization, but they don't seem to me like they would cause a crash.

I'll make a build with more detailed tracing through this part.  I have to go to the gym now but I'll get it done later on tonight.
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Raxx on March 06, 2016, 01:49:24 pm
A bug I found: selected subdivision meshes no longer have bounding boxes when "Show Subdivision Edges" is unticked in Configure->GUI
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Steve on March 07, 2016, 03:54:56 am
Raxx: thanks, I've fixed it.
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Steve on March 10, 2016, 01:56:09 am
fromsoysauce: I fixed edge-extrude for the next drop to behave like the other tools.  Click-dragging in empty space will extrude selected edges instead of deselecting everything.
Title: Re: Current Development Release - Build 1222, February 29, 2016
Post by: Steve on March 13, 2016, 06:37:07 pm
slex: I split the comments related to you posts to a new topic: High Memory Use and Slow Playback Problem (http://www.anim8or.com/smf/index.php/topic,5362.0.html)
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Steve on March 14, 2016, 12:58:45 am
In celebration of PI Day (http://www.piday.org/)  I've posted build 1227 (http://www.anim8or.com/download/preview/files/animcl1227.zip) dated March 14, 2016.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: ronaldefarmer on March 14, 2016, 01:15:40 am
I hope this is posted in the correct place: In build 1222 scene mode, show object and show axis buttons don't seem to be working. (Also true with build 1227.)
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: nemyax on March 14, 2016, 09:21:22 am
Major changes for build 1227:
...
Topo Tool: Fix several mirrored mesh issues.  Should be fairly solid now.
...
It really is quite solid now. Thanks for the excellent job on the mirror!
The only real remaining mirror-related gripe is that you can only tweak components on one side. Anim8or should track which side you're applying the tweak to.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: kreator on March 14, 2016, 12:13:45 pm



I repeat what i said in a post earlier, (see below) I am still not getting any bones showing when I load a figure into the scene, its not until I add a sequence that they show up. Builds 1222 and now 1227



Perhaps this is me (or my Little tablet) but I make up a Rig with some objects attached , go to figure editor to manipulate the bones do a sequence all looks good. Next I go to scene to build/Add figure and this is where it all falls down , I have a figure without the rig, I can add sequences to a non -existent rig, but obviously nothing animates. Build 1222
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Steve on March 14, 2016, 06:17:43 pm
ronaldefarmer: "... show object and show axis buttons don't seem to be working ..." For clarification,  Show Object only affects Figures.  It's used to make the bones easier to see.  Show Axis only happens when you are editing bone angles and shows only the selected bone's axes.

nemyax: "... you can only tweak [mirror]components on one side ..." Oops! I forgot to fix this. It'll be there in the next build :)

kreator: "... bones [not] showing when I load a figure ..." Currently only bones that have controllers are shown, which I agree doesn't make sense.  I'll fix this, too. I think it might also be useful to be able to hide any particular item in the track window. 
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: kreator on March 14, 2016, 06:30:22 pm
I think what would be most useful, is the ability to amend weights whilst in the sequence editor, at the moment I am forever switching between the figure editor and sequence editor to amend the painted weights.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Trevor on March 14, 2016, 07:48:54 pm
Hide also doesnt work in figure mode, so painting verticies can be awkward if 2 verticies are close to each other but for different parts, like a hand and hip or something.

Trev
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: ronaldefarmer on March 15, 2016, 02:24:07 am
Show Object only affects Figures.  It's used to make the bones easier to see.  Show Axis only happens when you are editing bone angles and shows only the selected bone's axes.
Thanks for explaining.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Raxx on March 15, 2016, 11:02:25 am
Major changes for build 1227:
Fix #098-079: Cut Faces Can Crash.
Fix #098-082: Double clicking on a controller name in the Track Window doesn't show the Key Value Editor when the controller is a script.
Fix #098-083: Topo tool issues with Mirrored Meshes.
Fix #098-084: Screen doesn't update while rendering a movie.
Dialog Box Location: Locate dialogs within the current focus window.
Fix missing bounding box: on subdivision shapes when Subdivision Edges aren't shown.
Topo Tool: Fix several mirrored mesh issues.  Should be fairly solid now.
Topo Tool: Change color from yellow to orange when over a valid target to make it easier to know when this happens.
Edge Extrude: Update to obey Fast-Select rules.
Larger Icons: Added an option for larger toolbar buttons in the ConfigureUI dialog. to help tablet and touch screen users.  No larger icons yet - making them is a lot of work!
Color scheme: Update screen immediately when user changes scheme instead of on the next run.
Remove UpdateWindow() call: Under Win 10 when to main window is on a second monitor this seems to cause a crash before the window is shown.

Steve, many thanks for the updates! The topo tool updates definitely make it a much more solid experience. [edit]Thought the point picking was improved too but I think it was just me >:([/edit]

Double clicking the controller name works and is a big help.

I like the larger buttons. The icons may not be bigger but I like the roomier feel to it even on the PC. I kind of prefer it that way.

I can confirm that the UpdateWindow() fix solves the crashing issue I reported.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: nemyax on March 15, 2016, 11:33:09 am
Thought the point picking was improved too but I think it was just me >:(
Yes, a bit of radius tweaking would help a lot. At this time component picking is only remotely comfortable at a low monitor resolution.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Raxx on March 15, 2016, 12:26:03 pm
Thought the point picking was improved too but I think it was just me >:(
Yes, a bit of radius tweaking would help a lot. At this time component picking is only remotely comfortable at a low monitor resolution.

Glad I'm not the only one. Faces can partially cover the point based on the angle of the faces and the camera angle, like seen in the image below (I imagine this might be the result of recent changes regarding editing hidden elements). The majority of points become partially covered regardless of the camera angle. In this example, the orange point is a highlighted point on a mesh. The red outline is an approximation of where the mouse has to be in order to highlight the point. Obviously, it's ignoring a large portion of the point!



This is why it's so frustrating, because not only does mousing over the center of the point not work a large part of the time, but the location around the point that is ignored is random based on what's partially hidden or not. The topo tool is supposed to allow for a rapid amount of edits in a short amount of time, but every other point is where I get stuck wasting seconds trying to get it to highlight in order to edit it. Also, if I start a cut and hover over an ignored portion of the point and that area just happens to be on an edge, sometimes it's so close to the point I have no way of knowing that I actually cut the edge and not the point! This makes me have no confidence any time I make a cut connecting to a pre-existing point, and I waste further time verifying it. I end up having no desire to model as the picking frustrations build up.

I'll quote what I mentioned a little while ago:
Quote
Picking Radius: This applies to the RMB-move for the topo knife and the move tool in fast select mode. The picking radius for points is much too small for comfort. In XSI (Blender and Wings3D have advanced picking as well), it begins picking the closest p/e/f at 80 pixels. Points get absolute priority (this is important!) when the mouse is around 12 pixels away from it. Edges get next priority over faces, at about 12 pixels distance as well. I know I've been harping about this before, but it makes for an extremely smooth and natural experience when modeling and I can't think of any reason not to have this level of picking. When testing this and previous builds with the topo tool, it's been something of a sore point for me.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: nemyax on March 15, 2016, 02:23:01 pm
The red outline is an approximation of where the mouse has to be in order to highlight the point. Obviously, it's ignoring a large portion of the point!
This hasn't been my experience. I think a point is always grabbed correctly regardless of how it's rendered. But I agree the highlight should be drawn "topmost".
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: nemyax on March 15, 2016, 02:29:28 pm
nemyax: "... you can only tweak [mirror]components on one side ..." Oops! I forgot to fix this. It'll be there in the next build :)
Great! Can you also make Frame Selected pick the correct side instead of the median? I think the side where the selection's closer to the viewer is a safe bet.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Steve on March 15, 2016, 03:43:22 pm
Raxx: I'm glad removing UpdateWindow() fixed it.  It was just a guess but since it's not necessary to call it there (the window will just update a little later, maybe causing an initial brief flash of a blank background) I thought I'd give it a try.

Yes I did increase the point picking sensitivity a bit.  I'm still working on it but I may need to rewrite the picking code.

"... [picking is] ignoring a large portion of the point ..." What you see on the screen isn't necessarily how it's picked since I use separate passes for point, edge and face picking, all using Anim8or's software pipeline. Just because only part of a pixel is visible it doesn't mean that it picks any differently than if it were all visible.  When picking is enabled for multiple things selecting a face at a steep angle will be closer to the user that the point so even if the point is within range the face could be chosen instead since the part of the face that the mouse is over is closer to the user.  This doesn't happen if face selection isn't on, of course, like for the topo tool.

BTW does the change in color of the topo tool help?  I thought it would since you can tell when you're over a valid end point.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Raxx on March 15, 2016, 04:19:48 pm
What you see on the screen isn't necessarily how it's picked since I use separate passes for point, edge and face picking, all using Anim8or's software pipeline. Just because only part of a pixel is visible it doesn't mean that it picks any differently than if it were all visible.  When picking is enabled for multiple things selecting a face at a steep angle will be closer to the user that the point so even if the point is within range the face could be chosen instead since the part of the face that the mouse is over is closer to the user.  This doesn't happen if face selection isn't on, of course, like for the topo tool.

BTW does the change in color of the topo tool help?  I thought it would since you can tell when you're over a valid end point.

Yes, I'd observed that it's not necessarily the same, however in a lot of cases it still holds true that the picking for points is blocked in in the same areas that it's hidden (blocked by the edge/face that's closer to the user than the point). This shouldn't be happening! In the below video, #1 is a case in which it's not highlighting edges even though it's clearly hovering over them at the endpoint. #2 is the case that I've been describing, in which it seems like the edges or faces being rendered on top of the point are preventing the point from being highlighted.



Changing the color does help, though the color doesn't differentiate between whether it's connecting to an edge or connecting to a point. How about this:
Or something like that.
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Unobtainium on March 17, 2016, 12:00:00 am
Glad to see all the updates, Steve. Thanks. Haven't tried the new versions after the color/theme change, which looks nice btw, I guess I'm in for a pleasant surprise the next time I open the latest version. ;D
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: ronaldefarmer on March 18, 2016, 04:00:25 am
In object mode, I have noticed that if, while faces are selected, you toggle between face select and point or edge select, the selection grows. Is this the intended behavior? On a similar note, what about including a function to reduce face selection?
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Steve on March 18, 2016, 06:36:49 am
ronaldefarmer: Yes, this is intended.  There was a bit of discucssion about it and that's what then consensus was on how it should work.  As for face reduction, what did you have in mind?
Title: Re: Current Development Release - Build 1227, March 14, 2016
Post by: Steve on March 18, 2016, 11:23:38 pm
Raxx: Check out build 1229 (http://www.anim8or.com/download/preview/files/animcl1229.zip).  I finished a rewrite of the point/edge/face picking code. Hope you like it!

nemyax: I fixed the Topo Tool and  Move/Rotate Points/Edges/Faces for mirrored meshes so that they follow the mouse correctly when you click on the left side.

Note: I can't reproduce your connected-extrude bug for mirrored meshes.  Can you see if it's still broken?  If so, please send me an example (like the one in your e-mail).
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on March 19, 2016, 12:57:53 am
I couldn't reproduce the connected-extrude weirdness, so it must be OK now.
These are the issues I've found with 1229:
And here's a little wishlist:
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 19, 2016, 01:31:25 am
"...The mirror side detection fix works only with fast select enabled. ..." Yes, don't know what happened, should be easy to fix though.

" ... Conversely, the new picking heuristics work only with fast select disabled. When it's on, you can't pick points at all. They are highlighted in topo knife (elsewhere, they aren't), but you can't tweak them. ..."  These work OK for me. I test using Meshes, Subdivision Meshes and Mirrored Meshes. Which are you editing?  Is it in Wireframe, Flat or Smooth?
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: ronaldefarmer on March 19, 2016, 04:06:23 am
As for face reduction, what did you have in mind?
Maybe just a function that, with multiple faces selected, deselects faces that share a point or edge with an unselected face--sort of the opposite of shift+G.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on March 19, 2016, 05:27:15 am
Steve
Both meshes and subdivs. It turns out this only happens for me on 64-bit Windows 10. I ran a previous build, and it was the same. I haven't reported it, because I've only recently upgraded the OS and hadn't used Anim8or there, so I didn't know. On another computer (Wine under 32-bit Linux) I have none of these troubles and everything works fine.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 19, 2016, 07:25:09 am
nemyax: What graphics do you have?  Is there an updated driver that you can install?  I've tested it on 64b Win7 and 64b Win8.1, both with NVIDIA graphics cards.  I'll try it with the cars removed so it will use the Intel integrated graphics.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on March 19, 2016, 08:22:22 am
GeForce GTX 650. I just updated the driver to version 364.51, but that didn't help.
Anim8or also works well on a 64-bit Windows 7 machine that has a Radeon.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Raxx on March 19, 2016, 12:11:46 pm
Hey Steve, the mouse picking is great now! I think points could use a few more pixels in radius/priority over edges (still battling more than I like over edges when trying to move points), but other than that I'm very satisfied. Thanks for taking the time to improve it :)

I have a few bugs to report, there seems to be strange behavior between smooth shaded and flat shaded. May be related to nemyax's issues:
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: slex on March 19, 2016, 05:40:46 pm
Can anybody please tell me how to put back 'Parameters' pop-up window to the left upper part of the workspace like it was in version 1222 and older?
 Now I often have to move it aside and up because it covers the object or it's too long and partially below the screen
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 21, 2016, 02:37:53 am
Raxx: ... For the Topo tool, when "Smooth Points" or "Flat Points" is disabled and "Outline" is still enabled, then it still highlights points and when clicking to move them, it moves the edge and not the point. Basically, Topo tool ignores the shading UI preferences and manipulates elements regardless of if they're enabled/disabled/shown/hidden. ...
I changed a bit of code everywhere when rewriting the picking code - I'll get this all working.

To make sure we're on the same wavelength, ane these correct?
1) As far as the Topo Tool enables, an earlier discussion concluded that it should ignore the Point/Edge enables and assume that both are enabled, correct? Highlighting should of course do the same (for consistency).
2) If points or edges aren't being drawn, then they should shouldn't be usable for the topo tool (or any other tool for that matter).

Arrrrgh!  I meant to say "Shouldn't"!
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Raxx on March 21, 2016, 09:20:33 am
Hey Steve,

1. There may be cases where the user wants to make a long string of cuts right next to points. The easiest way to do this is to disable points so that only edges can be cut. And of course, there may be instances where the user only wants to connect or manipulate points. How about, when the topo tool is selected it automatically enables the p/e modes/buttons if they're disabled, and then if the user wants to cut edges or points only, they can enable/disable whichever? By the way, currently if points are disabled and edges enabled, the topo tool doesn't highlight or work on edges when the mouse is on or near a point.
2. This is useful I suppose, more so than not. If the user wanted it to not be usable then they could either group it or layer lock it. I assumed it was supposed to work the other way since fast select doesn't work on elements when outline/points are disabled for that shading mode.

I've been thinking about this for a while now, but I think it would be far more useful if outline/point draw preferences could be set on a per-shape basis (other per-shape preferences would be nice as well, such as showing textures, materials, X-ray, etc). An option in the shape properties could be, "Override default viewing preferences", and when that is enabled then per-shape options could be selectable. Blender has this type of feature. Later if/when panels are implemented, per-shape viewing preferences would be a snap for the user to set.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on March 21, 2016, 11:44:11 am
Steve
Is it possible that the version of the OpenGL API matters for these recent issues? Apparently Raxx is running Anim8or with OpenGL 4.5, and he's reporting problems similar to mine on 4.5. However, everything's fine for me on 4.2 and 2.1 (and the version I had when I was still running XP, whichever that was).
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 21, 2016, 03:52:32 pm
nemyax:  I have 4.5 on my computers as well, but the version of OpenGL doesn't matter.  V2.0 contains all the features used buy Anim8or.  However each graphics chip or embedded graphic has it's own complex layer of driver software between an application and the hardware.  This software can sometimes be the cause of the crash.   Note: If the OpenGL vendor is "Microsoft" then you're not using any graphics accelerator but entirely software - and that version is very buggy since Microsoft hasn't updated it in many years.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: slex on March 21, 2016, 09:38:14 pm
nemyax
 Try with updating directX version, it won't do any harm. https://www.microsoft.com/en-us/download/details.aspx?id=17431

Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on March 21, 2016, 09:43:04 pm
slex
Anim8or is an OpenGL-only program.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 21, 2016, 10:17:56 pm
In later versions of Windows OpenGL uses part of the DirectX code, so this *could* help.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on March 21, 2016, 10:39:57 pm
I see. But dxdiag reports that DirectX is already at version 12.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Trevor on March 22, 2016, 09:36:51 am
You can try installing the DX9 runtime.

With DX12 they didnt include things like D3d9_30.dll which are used by a lot of software.

Win10 should detect things like this and auto-update but since An8 is OGL, maybe any background use of dx9 by drivers is not being identified by win10.

Trev
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: kreator on March 22, 2016, 06:27:56 pm
Build 1229:  Can no longer Slide the Side menubar up and down with right mouse. Making many items unobtainable.
 
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 22, 2016, 07:45:04 pm
kreator: You can use the scroll button on the mouse to do this. Are you using a mouse?

This happened when I changed the behavior of the X Y Z buttons to match the point/edge/face where the LMB selects only one and the RMB toggles.  You haven't been able to click-drag the point editor menu with the RMB since about build 1152 when I did the for P/E/F.  I'll look into fixing this but I don't know if I'll be able to - the Material toolbar scrolls with either the LMB or RMB but it's a much simpler control that the normal toolbars..


Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 23, 2016, 12:56:43 am
Raxx: check out the new build. I think the picking improved noticeably and the visibility issues are fixed.

I don't show then sub-d cage in solid views if both points and edges are not drawn. It seemed to difficult to pick short edges without showing the end points, and it's hard to see the connectivity when only points are shown.

I increased the pick range. It's now16/32 with faces enabled/disabled (and always 32 for topo tool since it doesn't pick faces). I also always obey the P/E/F enables but temporarily switch to P+E when you enter topo tool mode and restore the previous settings when you leave.  You can still change them within the topo tool. I found (and fixed!) a bug in the edge distance-from-mouse calculation that could really mess things up for large pick ranges.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 23, 2016, 02:42:34 am
kreator: " ... Can no longer Slide the Side menubar up and down with right mouse ..." I think I found a quick fix. I can reenable scrolling with the RMB when you click anywhere except on the [X/Y/Z] buttons or the [P/E/F] buttons. Would that help? Fixing those buttons is rather complex because all the action is hidden beneath messaging and call-back functions.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on March 23, 2016, 07:11:48 pm
The mirror bug is gone. Woohoo!
And the picking is quite comfortable now.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: kreator on March 24, 2016, 05:56:55 am
Yup Scroll wheel moves the Menubar , thanks Steve... should have tried that! Dunno how peeps without middle mouse will cope though?
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 24, 2016, 05:00:05 pm
Right click-drag will scroll the toolbar in the next build as I described above (all but clicking on the X/Y/Z and P/F/E buttons).
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Sluggs on March 25, 2016, 06:40:09 am
It's now very difficult to connect two points via the Add Edge tool. :-(
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 25, 2016, 02:18:50 pm
Sluggs: Oops! I'll fix it.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Raxx on March 25, 2016, 09:24:45 pm
I finally got to try the topo tool in-depth along with mirrored modeling, it's really solid! A few hours straight with no crashes or weird mirroring issues, I almost entirely used just the topo tool for the below (unfinished) model.


A major bug to report: Can no longer select faces on subdivision meshes. There was also a time when the mirrored mesh went asymmetrical I think when rotating some points, but I haven't been able to replicate it.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Sluggs on March 26, 2016, 05:20:40 am
I've come across another problem, this time with the Knife tool.

Because of the picking distance, when I try to slice straight down from a point, the cut is all over the place, and not going straight down, below the center of the point. :o

Also, I don't know what's happening with this, but when I slice through the edges of the attached .an8 file, they won't undo. If I join solids and then cut through it, I can undo the first cut, but any new cuts won't undo.

Edit: It seems there's a problem when trying to undo cuts in edges, when those edges don't have faces. (I just removed two faces from a cube, made a few cuts in the edge that remained, then when I pressed Ctrl+Z once to undo my last cut, all the points in that edge went (not the end ones), and one of the faces came back)

PS. Undo buffer was set to 100mb
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Trevor on March 26, 2016, 10:40:13 am
Slugs, I can confirm that the undo problem with verticis and no faces also happenes in 1227 (I was just about to update but thought Id check first)

Its as though only faces store the last setup when using the knife.

Cutting a face and then cutting lines with no faces causes all actions since last face cut to be undone.
If a face is never cut then undo just doesnt work at all, or goes back to the last action before the knife tool was selected.

Trev
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Sluggs on March 26, 2016, 10:59:34 am
Thanks Trev! (At least Steve will know it's not just because of me and my crappy Netbook) ;D
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on March 27, 2016, 07:09:28 am
Thank for the bug reports everyone.  I'll definitely fix 'em.  Unfortunately it won't be until early April because I'm traveling and won't be back until April 5th.

Raxx: I think I know what I did to the subdivision faces. I'll have a talk with my QA department since they should have caught it! 
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Trevor on March 30, 2016, 11:03:11 am
hmm, I seem to have developed a problem with the material editor.

Whenever I make a change to textures Anim8or crashes with a stack fault
ANIM8OR caused a stack fault in module <unknown> at 0000:bf9c98cc.
Registers:
EAX=00000000 CS=0177 EIP=bf9c98cc EFLGS=00010206
EBX=008c2196 SS=017f ESP=008c2000 EBP=008c20ac
ECX=0000001b DS=017f ESI=00000000 FS=4847
EDX=000081d6 ES=017f EDI=00000000 GS=ac37
Bytes at CS:EIP:
56 49 75 fc 8b 05 c4 2e 9d bf e8 68 62 00 00 8b
Stack dump:
00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000

Didnt happen in or prior to 1222 (I still have that version and have just checked it and its fine).

Also odd is that dialogs are not appearing in 1227, the main anim8or window looses focus and pressing anything will not work, unless pressing Alt-F4 to close the hidden window, then an8 main window regains focus.
Again, fine in 1222.

Trev
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: neirao on April 01, 2016, 04:38:00 am
cute and very professional character!
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: captaindrewi on April 02, 2016, 04:08:52 pm
When i click on the axis selector buttons on the left they behave in a non sensible way.1229+1230.
They appear as you would expect before one interacts with them.
Hope this isnt another function of my graphics card being naff because it seems very strange i'm the only one to mention it,unless someone else has and i've missed it. ??? ;)
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: slex on April 02, 2016, 05:50:45 pm
 I've noticed that some reported 'bugs' in the development versions of Anim8or disappear after saving and reopening the projects.

Sluggs, when I open your an8 file meshes are invisible ???, try to download and open it again to see yourself. Maybe you should run the full antivirus check of computer?
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: nemyax on April 02, 2016, 06:00:01 pm
When i click on the axis selector buttons on the left they behave in a non sensible way.1229+1230.

Major changes for build 1229:
...
X/Y/Z-Axis Enable Buttons: Changes to LMB-Select One, RMB-Toggle to be consistent with P/E/F buttons.

Is that what you're seeing?
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Hypure on April 03, 2016, 12:25:03 pm
Raxx is that a modifier your using during the first 12 seconds of your modeling on the fox? 
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: captaindrewi on April 03, 2016, 01:06:35 pm
When i click on the axis selector buttons on the left they behave in a non sensible way.1229+1230.

Major changes for build 1229:
...
X/Y/Z-Axis Enable Buttons: Changes to LMB-Select One, RMB-Toggle to be consistent with P/E/F buttons.

Is that what you're seeing?
Thankyou Neymax, yes that's solved the problem for me...embarrassed once more.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Raxx on April 04, 2016, 04:10:52 am
Raxx is that a modifier your using during the first 12 seconds of your modeling on the fox? 
That's a subdivision mesh. Select a regular mesh and go to Build->Convert to Subdivided
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Sluggs on April 12, 2016, 11:50:58 am
@Steve

I've found another couple of bugs...

1) Can now only move one point of a knot's control handle, not both.

2) When moving a shape/mesh/path via the arrow keys in only one direction, after a short time, the other positions (shown at the bottom-center of the screen), start incrementing, when only one
position should be incrementing.
Title: Re: Current Development Release - Build 1229, March 18, 2016
Post by: Steve on April 12, 2016, 03:38:37 pm
OK I'm back.  I'll post an update with most of these problems fixed this afternoon.

Sluggs 1) Thanks, I'll fix it.  2) This is caused by floating point errors.  Anim8or needs to do a general matrix inversion to compute the distance and direction of movement.  Since floating point math isn't exact tiny errors creep in.  I may be able to fix this in the direct axis ortho views (front, left, top, etc.) but in general not.
Title: Re: Current Development Release - Build 1231, Aprin 13, 2016
Post by: Steve on April 14, 2016, 12:19:53 am
 Build 1231 (http://www.anim8or.com/download/preview/files/animcl1231.zip) dated April 13, 2016 fixed various picking bugs that were introduced in builds 1229 and 1230.
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: neirao on April 14, 2016, 06:14:55 am
thanks Steve!
mainly for comeback the
 "Left-hand Scrollbar: Restore RMB scrolling."
:)
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: johnar on April 14, 2016, 10:10:41 am
 Hey there steve. Hope you had a good break.
 I keep coming across things that you've quietly slipped into Anim8or.
 The latest bonus i've found is the ability to 'delete all morphs' in object editor.
 Just wanted to say "thanks for that". Another very welcome addition. (http://s24.postimg.org/o4uvmxwjl/Thumbs_Up_G1.gif)
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: Steve on April 14, 2016, 05:19:03 pm
neirao: Thanks for pointing this out. I normally use a large screen so I didn't notice it.
johnar: Thanks! I need to start updating the documentation so that the new features are easier to understand.
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: Steve on April 15, 2016, 01:16:19 am
Sluggs: "... when I try to slice straight down from a point [with the knife], the cut is all over the place ..." I have a fix for this. To cut either horizontally or vertically, disable the Y/X axis. To cut at an arbitrary angle but without snapping to a point or edge, enable faces and disable points and edges. Will that work for what you need?
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: neirao on April 15, 2016, 02:53:42 am
neirao: Thanks for pointing this out. I normally use a large screen so I didn't notice it.
i load many icons plugins(for use or only for tests), this scroll help so much!
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: Sluggs on April 15, 2016, 05:44:47 am
Sluggs: "... when I try to slice straight down from a point [with the knife], the cut is all over the place ..." I have a fix for this. To cut either horizontally or vertically, disable the Y/X axis. To cut at an arbitrary angle but without snapping to a point or edge, enable faces and disable points and edges. Will that work for what you need?

I was already doing that when I posted. :-) It's because of the picking distance. (When you start a cut near the point from which you want to cut, the cut starts from there, and even when you actually click on the point itself, not near it, it's not pixel perfect, so the cut is off)

Thanks for the other fixes though (undo, add edges, and the knot control handle). Now I don't have to keep switching versions.
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: Steve on April 15, 2016, 05:09:31 pm
Sluggs: Sorry, my post wasn't very clear. I have a fix for the next build that will work. The current build still has the problem.
Title: Re: Current Development Release - Build 1231, April 13, 2016
Post by: Sluggs on April 23, 2016, 03:49:17 pm
Oh, I see! Well, shall look forward to it! :-)