Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Steve

Pages: [1] 2 3 ... 107
Ongoing Anim8or Development / New Clay-like Display Option in Build 1348
« on: December 14, 2018, 02:09:27 am »
I just posted a new development release Build 1348 with an option to show models using a clay-like material. This can make it easier to see the shape, especially for complex colors or transparency, without needing to change the material. Just click on the little clay pot in the upper toolbar to toggle it on and off.

Front facing polygons are shown in beige and back facing ones in blue to make it easier to find errors in the direction of normals.

You need to select to n-gon before you apply the Build->Fill tool. Otherwise it doesn't know what object you want to fill.

The Add Edges tool only works on existing meshes. So you first need to create a simple mesh in the normal Object editor. You can do this several ways. I usually do this:

1. Add a 4 sided N-gon (Build->Primitives->N-gon - set to 4; the Add N-gon tool in the left hand menu).

2. Next fill it to make it a mesh with one 4-sided face (Build->Fill).

3. Now you can switch to the Point Editor and use the Add Edge tool, or better, the Topographical Knife tool.

I know this is a bit more complicated to get started that it needs to be. There are several other ways to start. You could copy-paste a simple mesh from another project, use the Straight Patch tool to add an edge and convert it to a mesh (Build->ConvertToMesh) etc. But after this initial step it's just modeling.

Hope this helps!

Trevor: Cool! I'm glad it's fixed. I'm not exactly sure what fixed it, but I've made a number of small changes for other bug.

I'm curious, so I'll check older builds to see if I can find the fix :)

Rob: Here a project with 3 orthogonal reference images. I put them on separate locked layers so they won't be selected when modeling, and you can hide them individually by turning off layers 1, 2, or 3.

I found the reference images on the web. They are from MakeHuman.

I added the first few faces of a model. Use the Topographical Knife in the point editor to add to it.

nemyax - "Edit | Rotate doesn't work for components again."
Thanks, I'll fix it.

OK I think I have rewritten everything that was lost when my disk crashed. It's Build 1345. Let me know if I missed anything.

Excellent animation for the mouth when he's speaking! But the sound seems to have some noise.

General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: November 12, 2018, 02:43:01 pm »
I better check uur plane tickets to make sure they're for California!

General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: November 08, 2018, 11:44:49 am »
I've made a lot of progress. I'm in Italy now but will return to Califonia in a week and should have an update not too long after.

General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: October 13, 2018, 11:57:53 am »
Rewriting = all the code that was lost when my HD crashed :)

General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: October 12, 2018, 01:23:23 pm »
Kyle:  :-[

I'm in Italy now for a while but managing to make some progress in rewriting everything. (And maning some progress in sampling limoncello)

The hardest part is trying to program on an Italian keyboard. There aren't any curly braces! You have to press and hold the left ALT key (NOT the alternate ALT key on the right! That's needed for square braces, at signs and pound signs!) type 1 2 3 on the keypad, then release the ALT key to make a {

Billboarding can look very good, depending on where you use it. For something like trees in the background or nor too close to the camera, it's quite good and is very low polygon. If you move the camera a lot then it begins to break down the closer the bilboards are to the camera. It's eaasy to try and if you don't like the results you can always use more complex models.

OK that was used by the origional Anim8or software renderer. Not everyone had working OpenGL drivers in the early days so I added a software path for drawing the working screens. Disabling backfaces often made it run much faster.

How important is it? At first pass it seems that it would be easy to add, but I suspect that a lot of things won't work correctly without a tom of tweaking.

Michel Colašo: I can see how editing morph targets in thescene editor would be helpful. Anim8or isn't quite set up for that but I'l see if I can figure out something.

Trevor: Those buttons should disable the selection of front or back faced polygons, edges and points.

Pages: [1] 2 3 ... 107