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

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Messages - Trevor

Pages: [1] 2 3 ... 14
1
Any updates for 2020?

Thanks,
Trev

2
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: December 23, 2019, 11:20:43 am »
I thought of another suggestion that I tried to do manually recently but would be great if it was better supported natively - Cross-Sections

To do this manually you have to move your viewpoint as far "forward" as possible until eventually you start clipping the model.

The problem with this method is that it a) takes a long time, b) has to be re-set if you rotate around the model.

I would imagine the implementation either being across the world 0 point (X Y and Z planes) or a knife-like tool to set your own Cross-Sectional Viewport.

Trev

3
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: December 23, 2019, 11:14:17 am »
Why is anyone still using An8 0.98?

There are some CAD functions in 1.0.1.x but here I will second that they need some love too.

Trev

4
There are 3 "locations" in an8.
1st is each vertex has a location, which is relative to the mesh location
2nd is mesh location which can but doesn't have to be the center of the mesh. This is relative to world.
3rd is "Pivot" location, which is the Red Green and Blue lines normally at the mesh origin (0,0,0) but doesn't have to be.

the 3rd allows you to rotate a mesh around another location so you are not stuck having to rotate them move the mesh round a joint for example.

Suggestion, Can the pivot point be aloud to snap to grid please. Can it also have a dialogue box for exact placement.

Trev

5
Ongoing Anim8or Development / Re: About this forum
« on: August 03, 2019, 10:42:09 pm »
Whoops, that spambot made me think it was new

Trev

6
Ongoing Anim8or Development / Re: About this forum
« on: August 03, 2019, 09:42:21 am »
Sounds great Steve.

I always wanted the dev build to be more regular even if less stable.

As for restricting posting to topics created only by yourself I don't see a problem so long as there is a topic about each build so people can post about it without resorting to the v1 board.

If you wanted to say close build topics, I would advise a delay in doing so to allow rollback from an unstable feature but still allowing things to be found about the previous build. (again, to stop cross build posting)

Trev

7
Things seem rather quiet on the development front.

What is on the agenda for future releases and are you close to another build?

Trev

8
can you add "fixate" to stereo view so that both sides move when moving either the camera or alt - last time I checked only one side moves which breaks the stereo vision without reselecting the view from menu.
also can you add "swap eyes" to enable cross-eye or vr viewing.

actually, on the subject of vr, you wouldn't be able to add full screen workspace and custom ratio to stereo too? what I mean is, with the Oculus I was able to use a desktop VR app that literally splits the screen down the middle for left and right however it kept the original desktop ratio so the image appears stretched.

thanks
trev

9
Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: January 19, 2019, 02:34:21 pm »
Just a quick update to show another method that seems to work great.

This render uses similar settings I mentioned before and use An8 Lights

AA = 100, time = 30min

This render however uses no "lights", its totally self illuminated (and different to the lightsabre shown elsewhere) and uses a much simpler material setting

AA = 196, time = 45min

the material set for this is
Ambient =0
Diffuse = 0
Specular = 1 + Texture
Emissive = 1 + Texture (For Model Light only)
Rough = 0
Attributes = class(glossyreflector)

So now there is no more huge numbers - but lights must be built-in to the object or use sky.

One odd thing, the light seems to radiate with bias toward the camera...

Trev

10
Oh wow, the re-write also seems to have fixed "bright internal corners" bug.

This is what it looked like before (1332)

this is 1345


Thanks steve,
Trev

11
All triangles have a "front" and "back" face. Most environments cull back faces to improve rendering time, you need to stop that from happening with the "volumetric Sprite" (and Im not sure how you are not clear about what I mean when you attach an image of exactly what Im talking about :S )

Also, there is no post, its an image which is already attached in my post above.

Trev

12
Wow, that thread is exactly the method I used for my lightsaber - though independently thought up despite that thread existing before I created my lightsaber (2010)

Layers of spheres would have heavy banding on top of heavy poly usage.

"volumetric Sprites" - that lightsaber - is the way to go (ok, volumetric sprites might actually mean something else, but this is what I meant by it)

Trev

13
Agreed, You don't want a sphere here, you want sprites.

You can also do it via "volumetric" sprites (see lightsaber)


Trev

14
Its not HUGLY important, but does come in usefull from time to time when modeling inside a box.
At present I use the double-sided material with back set to 0 for transparency BUT if 2 such surfaces overlap then both become transparent (even if facing front) so it doesn't work all the time.

Culling backfaces directly with a toggle switch would be more convenient and should not incur such a bug as the material method.

Trev

15
sorry steve, I don't mean the left hand toolbar, I mean in "Options > [ ]Backside" and "View > Preferences > [ ]Backside"

Disabling these makes no difference in the viewport.

Trev

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