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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 - nemyax

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General Anim8or Forum / Re: Discord Group?
« on: March 27, 2018, 08:45:52 am »
I remember when we had a short-lived Skype group a long time ago that eventually died.
The same will happen with the discord.

Ongoing Anim8or Development / Re: File Input add to ASL in Build 1321
« on: March 16, 2018, 11:59:01 am »
Will there be a binary scanner some day? And what about output?

ASL Scripts / Re: File Read Function(s)
« on: March 15, 2018, 01:45:54 pm »
Will ASL allow function definitions in the new prototype?

Point Editor: Implement Edit->Rotate->Rotate commands.
This is a very welcome improvement, thanks!
I hope move and scale are coming soon, too.

Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 17, 2017, 01:48:46 pm »
It's a neat addition to the original!
Yes, it's great as an addition, but not as a replacement. Steve, if you decide to keep it, how about retiring the camera tilt from arc rotate and making it available only in track ball mode?

the " Select Face Edges " command was removed, though it's still usable in Point Editor through its hotkey "t". Can you restore it ?
That's taken care of by the Extend Point Edge Face Selection option now.

Note that topo knife fills polygons automatically, unlike the tool Trevor shows. In fact, topo knife largely supersedes Add Edge and, partially, Cut.

What were they thinking when they wrote this thing?
They were probably thinking, "The scope and complexity of this thing are BLOODY HUGE! Will I ever get to fix the point rotations, I wonder?" =)

Switch to wireframe mode.

Rotation works properly in the latest build. Now, if only there were a way to specify a custom rotation and scaling pivot in point edit mode =)

It's possible. Use the topo knife tool (shortcut key: k) and hold down Ctrl to drop points. But in Anim8or you'll be better off using other methods.
See if this video helps:

Sorry, I meant non-uniform scale uses the wrong coordinate system (like rotate does), not that it rotates things.

Point Move works properly for all coordinate systems, including Object. But Point Rotate looks like it's using World coordinates when it should be using Object.
Yes, that's true. And non-uniform scale behaves like rotate.
By the way, why do you disallow scaling to zero and negative scaling? They come in very handy sometimes.

#100-013 - Object/Move command uses World coordinates when Object coordinates are selected.
Can you make object coordinate system transforms work for points as well as objects?
Also, pivot rotation in screen coordinates doesn't work in perspective mode, even though pivot moving does. Do you test in perspective?

Well, right on the top of it there's the definition of PFE ( or VFE ) - " Points, Edges, Faces " so should not be that unclear. Though, " Extend selection when switching to points, edges, faces" sounds good , maybe even " Extend selection when switching between points, edges, faces ". But don't know if this will fit in the dialog window. May look kind of odd if there'll be a whole paragraph to click on . : )

Yeah, shorter would be better. How about "Points, edges, faces" as the title and "Extend selection when switching modes" as the label?
On a general note, the UI would look a lot better if it used sentence case everywhere that isn't a menu item or window title. Because at this time, Everything in Anim8or Looks Like the Name of a Movie.

Actually, originaly what is the exact name of points ( vertices - Trevor ;) ) in 3D CG ? If it's "vertex" and not " point", then it should be called as so everywhere inside Anim8or, including all commands all settings e.t.c.
Well, they're usually vertices in the context of polygonal geometry. Graphics APIs also call them vertices. Geometry types other than polygons have points, CVs (in NURBS) or CPs (in Hash splines). But the Anim8or UI traditionally refers to them as points, nothing wrong with that. Come to think of it, a vertex/point in a modelling program is a broader concept than an OpenGL vertex.

After all, we are not playing Quake, right? :D
No, but motor skills matter here also.

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