Anim8or Community

General Category => Ongoing Anim8or Development => Topic started by: Steve on December 11, 2017, 11:33:54 pm

Title: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Steve on December 11, 2017, 11:33:54 pm
The current development release is v1.01.1321, March 15, 2018: http://www.anim8or.com/download/preview/files/animcl1321.zip (http://www.anim8or.com/download/preview/files/animcl1321.zip)

These notes are for the development branch of Anim8or, currently labeled v1.01.xxxx. As changes are verified many but not all will be rolled int the main branch, v1.00x.

The following is a cumulative list of major changes to this development branch since the latest "official" release, v1.00b.

Major changes for build 1321 (http://www.anim8or.com/download/preview/files/animcl1321.zip) dated March 15, 2018:
Fix crash loading project introduced by cl-1321.
ASL Files: Add support for reading text files using GPScan token scanner. See this topic (http://www.anim8or.com/smf/index.php/topic,5705.0.html) for more details.

Major changes for build 1318 (http://www.anim8or.com/download/preview/files/animcl1318.zip) dated January 25, 2018:
Scene Editor: Added Element Folders which all you to group element in the track window for easier management of large projects.
- Fixed several minor Undo/Redo bugs such as Element name changes not being applied.

Previous v1.01.xxxx releases:

Major changes for build 1317 (http://www.anim8or.com/download/preview/files/animcl1317.zip) dated January 14, 2018:
Fix #101-017: Issues with Groups and Layers.
   Use group's layer instead of each component's layer when displaying or selecting a group.
   Use the group number of the components in a group when creating a group.
   For multiple group numbers, use any one of them.
Fix #101-018: Reading a .an8 file with a script-based parameteric shape in a group crashes.
Fix #101-019: Script controllers for scene morph targets with aren't saved in .an8 file.
IK effector: Change to not move location of effector unless the user have specifically moved it
(i.e. not when it was moved because it couldn't be reached when the whole figure was moved).
Connected Face Extrusion: Expand cases when new faces are kept parallel to original faces.
Inset Tool: Change to inset edges parallel and equal distance to original edges. Previous behavior (that moved edges relative to the length of each individual edge) is available using the Shift key.
Scene Editor: Add menu command Edit->Bones->KeySelectedControllers.
Fix #101-020: Object Editor: Copy/Pasting a Group with a sub Group doesn't work correctly.


Major changes for build 1314 (http://www.anim8or.com/download/preview/files/animcl1314.zip) dated December 20, 2017:
Depth Channel: You can now make movies of the depth channel.
Depth Channel: Fixed small bugs in Z-near/Z-far dialogs as they relate to rendering.
Frame Viewports: Hot-key f changed to frame only the focus view. Hot-key Ctrl-Sh-F added to frame all views.
User Lights: Added an option Options->UseDefaultLighting to disable user lights and use default lighting in the scene editor:
CAD: Display the angle between selected adjacent edges.
CAD: Highlight values in orange when the mouse moves over the component.
Material Samples: Fix bug where they didn't render when layer 0 was hidden.

Major changes for build 1312 (http://www.anim8or.com/download/preview/files/animcl1312.zip) dated December 11, 2017:
Fix #100-010:GLSL materials with more than 4 textures are broken.
Fix #100-011:Rendering a scene a second time hangs
Fix #100-012:Shape rotations don't follow object coordinates in object editor.
Fix #100-013:Object/Move command uses World coordinates when Object coordinates are selected.
Fix #100-014: Shell and Extrude Connected commands can cause spikes.
Fix #100-015: Sliding Resized Figures with IK.
Scene Editor: Add Copy/Paste for Scene Elements.
Object editor: Add Build->SplitSolids command that separates unconnected parts of a mesh or subdivision surface.
Pivot: Add Edit->Pivot->CenterPivot, AlignWithShape, AlignWithWorld commands.
Point Editor: Implement Edit->Rotate->Rotate commands.
Text Object: Add default font to project: type-face, size, italic, bold

Title: Re: v1.01 Development Release - Build 1312, December 11, 2017
Post by: fefe01 on December 12, 2017, 09:21:45 am
Wow, it is really great! Thank you very much Steve! Can the depth channel be enabled in the render movie menu in this version?
Title: Re: v1.01 Development Release - Build 1312, December 11, 2017
Post by: Steve on December 12, 2017, 04:50:45 pm
No, this build doesn't have an option for rendering a movie of the depth channel.
Title: Re: v1.01 Development Release - Build 1312, December 11, 2017
Post by: fefe01 on December 12, 2017, 07:08:28 pm
Anyway, all the new features are really satisfactory. Thank you very much Steve!
Title: Re: v1.01 Development Release - Build 1312, December 11, 2017
Post by: nemyax on December 14, 2017, 12:43:39 pm
Point Editor: Implement Edit->Rotate->Rotate commands.
This is a very welcome improvement, thanks!
I hope move and scale are coming soon, too.
Title: Re: v1.01 Development Release - Build 1312, December 11, 2017
Post by: Trevor on December 15, 2017, 03:19:01 pm
Ive been meaning to mention this since build 12xx but refrence images are not transparent in wireframe mode.
this means I have to switch to solid mode and assign a temporary transparent surface to model to match refrence image.

Trev
Title: Re: v1.01 Development Release - Build 1314, December 20, 2017
Post by: neirao on December 24, 2017, 11:35:39 pm
thanks!! Merry Christmas for All!!!
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Steve on January 27, 2018, 12:24:47 am
OK one last post in the development branch: build 1318 (http://www.anim8or.com/download/preview/files/animcl1318.zip). If it checks out OK  I'll post a new v1.0 update.

The main change is that I added Element Folders which all you to group element in the track window for easier management of large projects. There is a new field in the Element Properties dialogs that let you specify a folder name. All elements with the same folder name [and parent element] are grouped under one expandable tree control in the Track Window.

This changed quite a bit of code, so please try it out and let me know if you find any issues.
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Gyperboloid on January 27, 2018, 06:01:11 am
The current development release is v1.01.1318, January 25, 2018: http://www.anim8or.com/download/preview/files/animcl1318.zip (http://www.anim8or.com/download/preview/files/animcl1318.zip)


.............

Previous v1.01.xxxx releases:

Major changes for build 1317 (http://www.anim8or.com/download/preview/files/animcl1317.zip) dated January 14, 2018:
Fix #101-017: Issues with Groups and Layers.
   Use group's layer instead of each component's layer when displaying or selecting a group.
   Use the group number of the components in a group when creating a group.
   For multiple group numbers, use any one of them.
Fix #101-018: Reading a .an8 file with a script-based parameteric shape in a group crashes.
Fix #101-019: Script controllers for scene morph targets with aren't saved in .an8 file.
IK effector: Change to not move location of effector unless the user have specifically moved it
(i.e. not when it was moved because it couldn't be reached when the whole figure was moved).
Connected Face Extrusion: Expand cases when new faces are kept parallel to original faces.
Inset Tool: Change to inset edges parallel and equal distance to original edges. Previous behavior (that moved edges relative to the length of each individual edge) is available using the Shift key.
Scene Editor: Add menu command Edit->Bones->KeySelectedControllers.
Fix #101-020: Object Editor: Copy/Pasting a Group with a sub Group doesn't work correctly.


............


I don't know how I missed the 1317 release  :o , but that's superb Steve. Can the exact same behavior be implemented for the Bevel tool also ?
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Steve on January 27, 2018, 05:56:13 pm
Yes, I'm working on Bevel but it's a LOT more difficult .... Stay tuned ....
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on January 30, 2018, 05:13:57 am
Will check out this build as soon as I get a chance Steve, esp. as it looks like you may have addressed some of the issues I raised with you in December regarding Groups and Layers functionality.
(BTW. Does private messaging work on this forum? I sent you a follow up PM in Dec, but as there is no apparent Outbox/SentBox in the forum, in the absence of a reply from you, it's not clear to me whether PM's are delivered or not.)

CC

PS.
A suggestion for new functionality...

I do quite a lot of repetitive actions in my modelling (especially involving rotations, as I often design models which have some level of symmetry around the Y-axis).

For example, I might create a piece of geometry which I then want to duplicate and rotate through 60 degrees (x 5).

In this case the actions would be:

ctrl-V (Paste in the initial geometry)
then ...
ctrl-C, ctrl-V, Edit -> Rotate -> Rotate Custom -> tab to the Y-Axis box, type 60, click OK
and repeat this 4 more times...
ctrl-C, ctrl-V, Edit -> Rotate -> Rotate Custom -> tab to the Y-Axis box, type 60, click OK
ctrl-C, ctrl-V, Edit -> Rotate -> Rotate Custom -> tab to the Y-Axis box, type 60, click OK
ctrl-C, ctrl-V, Edit -> Rotate -> Rotate Custom -> tab to the Y-Axis box, type 60, click OK
ctrl-C, ctrl-V, Edit -> Rotate -> Rotate Custom -> tab to the Y-Axis box, type 60, click OK

WHat would be quite good is if there was some sort of "Repeat last operation" function (ideally linked to a hotkey ... perhaps ctrl-R or ctrl-shift-R)

This would significantly improve this workflow, by reducing the need to access several layers of menus multiple times in order to repeat the same rotation, and if tied to a hotkey would greatly reduce the tension in my mouse wrist!  8)

ie. It would be reduced to:
ctrl-C, ctrl-V, Edit -> Rotate -> Rotate Custom -> tab to the Y-Axis box, type 60, click OK
ctrl-C, ctrl-V, ctrl-R
ctrl-C, ctrl-V, ctrl-R
ctrl-C, ctrl-V, ctrl-R
ctrl-C, ctrl-V, ctrl-R

I guess this "repeat last operation" could extend to other types of operations as well, not just rotations (that just happens to be the situation where I often find myself needing it).
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: selden on January 30, 2018, 12:45:15 pm
CC,

Groups can be used to reduce the number of manual copy-paste-and-rotate operations when the rotations are around a central point. You can group the models that already have been rotated and then rotate that entire group. It can significantly reduce the total number of operations involved. When you're done you can ungroup them all (or not) as appropriate. Similar groupings can help when creating linear assemblies.

I agree, though, that creating "macros" consisting of a sequence of operations would be very helpful.
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Steve on January 30, 2018, 04:15:30 pm
chuft-captain: For your immediate example, try:

1.Copy, paste paste paste paste, and position them.
2.Select all copies and Edit->Rotate->Rotate Custom one time to rotate them all y+60.

In the past I've looked into building sort of "recorder" where you could record all actions and then play them back. Originally it was for making tutorials, but the underlying code could do what you suggest as well.

One big issue is that it has to work for pretty much everything. Partially working features are frustrating to use because sometimes they just mysteriously don't work. Another is screen resolution which affects some commands. And the big one is the amount of work to add it.
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on February 01, 2018, 03:58:51 am
CC,

Groups can be used to reduce the number of manual copy-paste-and-rotate operations when the rotations are around a central point. You can group the models that already have been rotated and then rotate that entire group. It can significantly reduce the total number of operations involved. When you're done you can ungroup them all (or not) as appropriate. Similar groupings can help when creating linear assemblies.

I agree, though, that creating "macros" consisting of a sequence of operations would be very helpful.
Thanks Selden,

I have in fact used that technique many times in the past which can be great for replicating geometry where symmetry is involved.

chuft-captain: For your immediate example, try:

1.Copy, paste paste paste paste, and position them.
2.Select all copies and Edit->Rotate->Rotate Custom one time to rotate them all y+60.
You may have misunderstood my description of the scenario. In my example, the first object is copied and pasted then rotated to 60 deg. It then has focus, so the next copy/paste operates on that object which is then rotated to 120 deg (60+60), the next 180, and so forth around the y-axis. --- So I end up with 6 objects at 0,60,120,180,240,300.
I should mention that these are imported objects which seem to be treated a little differently in rotation than natively created objects.
eg. If I draw a cube, position it at [-50,0,0] then rotate it, each copy is rotated about it's own internal axis.
(IMAGE1)
However, if I first export and re-import it (as an STL), then each copy is rotated about the workspace axis.
(IMAGE 2)

I'm NOT complaining! This difference (whether deliberate or not) is a very helpful feature, but anyway, the second scenario is what I was talking about, whereas I think you're talking about the first.

Quote from: Steve
One big issue is that it has to work for pretty much everything. Partially working features are frustrating to use because sometimes they just mysteriously don't work. Another is screen resolution which affects some commands. And the big one is the amount of work to add it.
I understand. It's just a suggestion for what might be a "nice to have", but the decision about what to do is entirely up to you, and must be tempered by the amount of work required, and the risk of regression/confusion.
My initial feeling was that this could be restricted to rotations, but I understand your motivation to implement a feature such as a "repeat last action/operation" with as wide a scope as possible.
I do think that cut and paste operations maybe should be excluded from a feature like this, and of course it should be subject to the usual undo/redo functionality.
If you were to add this in some form and extend it's use beyond just rotations, perhaps there still should be some limit to it's applicability ... ie. no cut/paste and perhaps limited to "transformation" type operations only, but then as you point out, you get into the issue of confusion around  "partially working features". I really don't have a broad enough knowledge of Anim8tor functionality to be able to suggest limits on it's scope.
Probably requires a bit more thought by "minds immeasurably superior to mine".... da .. da .. daaaah; da .. da .. daaaah !  ;-)

Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Steve on February 01, 2018, 06:15:59 pm
The reason that STL imports behave differently is that the format doesn't have a separate center (aka the "pivot") for the model, or for separate parts of the model, like Anim8or does. So Anim8or places the pivot at the origin.
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on February 02, 2018, 12:30:17 am
Thought that would be the reason ... and it's a good thing, because often it's very helpful to rotate about the origin instead of the mesh's pivot ... and you know what I'm going to say next don't you ...   ;D 8) ... that it would be a good option to offer users when doing rotations of native meshes .. the option to rotate around the origin instead of the mesh center.

 ;-)
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Claude on February 02, 2018, 03:04:44 am
In axis mode,you can move and rotate the pivot point.
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on February 02, 2018, 03:20:06 am
Claude,

That's good to know ... but to borrow a phrase by Slartibartfast from Hitchhiker's Guide, "I don't know this 'Axis' mode of which you speak".
The only "modes" I have ever seen are Object, Figure, Sequence, Scene.

(I did say my knowledge of Anim8or features was not that broad, didn't I?  8) :D :D ::) )

Thanks!
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: Claude on February 02, 2018, 03:54:53 am
This button called Object/Axis mode lets you move an object's pivot or origin.

http://www.anim8or.com/learn/manual/buttons/b_axis_s.png

There's also some special functions in menu Edit/Pivot.

Sorry if my answer lacked details.
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on February 02, 2018, 04:38:05 am
Claude,

I can't find that button in my version (latest dev build 1318).
The only button that looks vaguely like it is in the Coord section (group of three) but when I hover over it, it says "World Coordinates <w>".
Is that the button you meant?

EDIT: Forget that, I think I just found the button you mean (just above the other one) ... sorry about that. I'll try that out to see it's effects.
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on February 02, 2018, 05:08:59 am
No need to apologize,

Tried that out, and it seems to do pretty much what I was suggesting to Steve, so it looks like he has already long ago implemented this, just in a form which I was unaware of.
(There are large sections of Anim8or functionality that I have barely touched on, so please excuse my ignorance.)

Thanks for the guidance. I learn something new about Anim8or every day, and it just keeps getting better and better!

Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on February 02, 2018, 05:26:21 am
Steve,

Sorry, I appear to have hijacked this thread a bit. If you want to keep this thread on topic, you can split off all my suggestions into a separate thread if you like (especially as it turns out you've already implemented most of my suggestions in some form or other a long time ago!)

CC
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: chuft-captain on February 02, 2018, 10:03:22 am
Steve,

I just did a very quick check of the Group/Layer changes, and on first glance it looks great!
Individual and combinations of layers can now be displayed or hidden at will, regardless of the status of Layer 0, and it appears that Layer 0 is no longer treated as a special case. (This I agree with completely.)

I'm sorry, I don't have time to test these changes in depth at the moment, but on a very cursory first glance it looks really good, and I'm amazed you got this done in such a short time since Christmas! Thanks a lot!
I'll do some more in-depth testing of the interaction between Group/Ungroup actions and layer memberships when I have more time, but it's looking good so far.

CC
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: itsstillthinking on March 26, 2018, 04:26:57 am
Was wondering if i could maybe add something for the next build? Something i always wanted was that when one is animating a object if one wants to move a object a short distance over a small length of time it will always make a "Hairpin" curve on the track that the object will follow. This can be annoying when animating objects as you have to manually find what the center of the object is so you can move it back to a strait line. Be great it it did not automatically do that! 8)
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: AlecJames on March 26, 2018, 08:26:22 am
I think Anim8or can already do what you want.  A key can be step, corner or smooth. 

This next bit I need others to confirm - when a key is corner or step, it allows you to change the path in the graph editor, so with a corner key you can create literally a corner on the path but you have to make the corner in the graph editor. Simply changing the key type is not enough.

I've never got on well with graph editor, I'm going to spend some time with the manual later to try to understand why the UI does not always behave as I expect.
(Sometimes I cannot select a key to get the handles to appear - not sure why)
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: itsstillthinking on March 26, 2018, 03:21:21 pm
Thanks everyone, il give it a try as soon as i can! Sorry everyone for all the questions :P
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: itsstillthinking on March 29, 2018, 03:02:58 am
Been playing around with it and sadly it seems that using the graph editor cant really fix the problem :'(
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: AlecJames on March 29, 2018, 07:38:33 am
Can you post an example an8 file with the problem?  e.g. A single sphere in a scene with the "hairpin" you refer to?
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: itsstillthinking on March 30, 2018, 12:16:34 am
Quickly threw together a example
Title: Re: v1.01 Development Release - Build 1318, January 25, 2018
Post by: AlecJames on March 30, 2018, 12:28:52 pm
Moved keys discussion to "General anim8or forum" http://www.anim8or.com/smf/index.php/topic,5712.0.html (http://www.anim8or.com/smf/index.php/topic,5712.0.html)