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Messages - chuft-captain

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1
Trev,

Thanks for the suggestion.
That sounds like it will work but also probably just as tedious, if not more so, than my original approach. A lot of mode-switching, but it might lessen the risk of my finger sometimes missing MMB and clicking on the LMB instead. (We all know what happens then ...)

I suspect I'll still encounter issues with not being able to UNDO certain actions when I make a mistake using your approach ... which again might set me back to the beginning, but it's worth a try I guess

I do think however that the issue of the restricted UNDO functionality should be addressed. If that was resolved then accidental clicks or inaccurate selections would be easy to roll back which would make both of these approaches much more robust, not to mention making all anim8tor workflows much more robust.
Any thoughts wrt UNDO functionality STEVE?

Thanks
CC

2
Hi,

I'm working on a mesh which is essentially like a curved box with windows. (I'll attach a couple of screenshots to this post to give context to what follows.)

What I need to do is to split this into 2 separate meshes; One mesh containing only the inward facing faces, and the other mesh with all outer facing and other faces (such as those making up the "window sills").

So the approach I've taken is to work on 2 copies of the mesh. In one I'll strip off all the inner faces, and on the other I'll strip off all faces except the inner faces.

This however is proving to be impossible to do in an efficient way (if at all) for a number of reasons.
I'll describe the workflow I'm using step-by-step so hopefully you can see what the issue is.
(Let me know if you need to see screenshots of any of the intermediate steps in order to understand.)

Mesh 1: (get rid of internal faces, leavinf outer faces and window sills)
1. Face select mode; Restrict to BACK faces only; In the LEFT viewport, area select the lot using area select.
2. Re-enable FRONT selection. In the front viewport, use the MMB to de-select any faces I want to keep (eg. outer faces and windowsills on the opposite side of the mesh ... selected by the previous step).

At this point, the inner faces on just one side of the model are selected, and I should be able to delete them and then perform a similar procedure for the other 5 sides.
Unfortunately, it's not that simple because a number of "window sills" are still selected (by step 1) on the side of the model I'm working on, because very few of these faces are perfectly orthogonal to any given viewport.
So before I can hit the delete key to get rid of the inner faces, I have to laboriously find and de-select those extra faces on the window sills, else they will be deleted as well.

This is a laborious and error prone process, and during this process I have to be careful also not to de-select any of the faces I actually intend to eventually remove.

The problem is that I have to find and deselect ALL of these ectras without making a single mistake before I can hit the DELETE key. This is turning out to be virtually impossible due to a BUG (or a functional flaw) in the UNDO history...
It appears that only actual modeling changes are being pushed onto the UNDO stack, which means that if at any point in this laborious process I make a simple de-selection error, or click the wrong mouse button, or forget to change modes between operations, there's no way to undo that single action.

At that point I have to go right back to step 1 and start all over again ... only to fail again.

So far I haven't been able to do even a single side of this mesh to completion, despite multiple attempts.

IMO, all actions (not just model changes) should be pushed onto the UNDO stack, as it's just too easy to make a single mistaken select / de-select, or mis-click in this long process.

I'd appreciate it if anyone has any clever techniques / suggestions to get around these issues in order to achieve the original goal.

Be interested also to know your opinion on the UNDO issue Steve, as it's all to easy to make accidental de-selection errors (putting me back to step 1) when using a MMB which also doubles as a scroll-wheel. If only I could just UNDO the last "action", then I wouldn't be forced back to square 1 every time I make a mis-step in the process.

Regards
CC

3
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: June 01, 2017, 12:33:59 pm »
I just hacked these together from the splash screens (but this method doesn't make for very effective or pretty icons). Just a quick and dirty way to easily distinguish between the shortcuts.
I'm sure you can do better! :)

4
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: June 01, 2017, 11:51:10 am »
Some custom icons to decorate your new Anim8or 1.00 shortcuts...

5
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: June 01, 2017, 02:06:09 am »
i'm pretty sure this is the first time i've produced a piece of art and somebody's responded with "hmm... it's nice, but it needs more poo" - but hey, whatever floats your boat, heheh :D
LOL. The poo idea is mostly about finding a way to inject the mascot into the splash (with a bit of comic relief), as well as to confer good luck upon Version 1.00. (I'm sure you've heard the expression: "It's a sign of good luck to be shat upon by a bird"  ... although I've always suspected that this particular proverb probably originated only out of a desire to make the shitee feel a little better about the event.  8)

...i thought about giving the image a grittier overall effect, leaving some of the 'window' panels out and showing pipework and concrete walls behind, with cables coming through, hanging in mid-air and attaching to the text object as if it was undergoing some sort of maintenance.
I'm picturing a sort of "Blade Runner" aesthetic from your description. (Or perhaps something more recent such as the movie "Total Recall", or "The Expanse".)

6
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 09:46:10 pm »
Nice Steve,

Just what I needed!  ;D

7
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 08:54:29 pm »
Chuft-Captain: Certainly not going down that way, much to long winded having to navigate through DOS to get to where I want to be.
Kreator: No need for DOS, these are windows shortcuts. For your convenience I'm made them for anyone that wants them. Just extract the attached Zip onto your desktop or the folder of your choice.
NOTE that after extracting you will have to edit the target box in each shortcut and change "C:\Anim8or\v1.0\Anim8or.exe" to the location of your own anim8tor 1.0 executable. (eg. "C:\Program Files\Anim8or\Anim8or.exe")
Note also that if spaces are involved such as in "Program Files" you WILL need the quotes as well.

1 = thecolclough
2 = fromsoysauce
3 = kreator
4 = ENSONIQ5
5 = Kunihiko
6 = ronaldefarmer
7 = old splash

8
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 06:53:53 pm »
Follow Claude's instructions
 Was about to post same (except I was going to suggest making a copy of the default shortcut first.
-- Also, you should ignore my earlier advice to temove the DLL ... I thought you wanted the new default splash, but I realize you're after your own version.

The command line Steve is referring to is the Windows cmd.exe (type cmd in the search field of the windows menu and you'll see it.)

Claude's instructions are equivalent to the cmd line instructions from Steve, -- it just gives you a more convenient way to run it. ( If you want you can even create 7 different shortcuts and simply vary the final number specified in the target field in order to have the choice of all 7 splash screens whenever you like depending on your mood.)

9
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 04:37:43 pm »
... or simply rename or remove the DLL which is sitting in the Anim8or directory.

10
This has been implemented and is looking good. Thanks Steve for slipping this into the release at the last moment.

11
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 09:47:05 am »
The only possible change I can think of that would make it better is if a little Robin got in through one of those windows and was seen flying through the scene (or perhaps sitting on the number eight) and leaving a small "deposit" for good luck! ;-)
something to bear in mind for v1.1, maybe :)
I was thinking somthing along the lines of this....  8)  .. Just a quick mock-up!
The "deposit" would probably look more effective if it was mainly dripping from the top edge(s) of one or more letters down the face, and maybe even pooling on the floor below, however I've just quickly grabbed what I could from imagery on the web, so it's not very effective, but is just to give some idea of what I was thinking.... :)

12
I was referring to my using group for layer TWICE :)
Birds of a feather, flock together! :)

No need to be embarrassed about a couple of typos, but the fact that you were thinking about groups and layers interchangedly (is that a word?) .. suggests a possible elegant simplification...
Maybe groups and layers are conceptually one and the same. This might open a whole can of worms though. (EDIT: Don't tell the birds about the worms!)

13
Why so :-[ ?

I hope you don't think that you have to cater for all those scenarios. I was just thinking out loud about the possible scenarios.
I think your strategy to put the group in the same layer when all objects are already in that layer, and in the default layer otherwise, would go a long way to improving this functionality.
I mean ... what else can you do? ... and it's probably better to just have a couple of simple rules that everyone can understand, than to have a very complicated strategy.

Regards
CC

14
Do you mean ... "What group layer should the group be in if the objects are in different layers? The default group layer?"

I'm not sure what the best approach would be.
One approach might be to just put the group in the lowest layer of the selected objects.

But what if there are other un-selected objects already in that layer? Maybe you should scan the layers of the selected objects with a preference for placing the group in a layer which is otherwise empty --- this would nicely separate it from the other objects.

But what if none of those layers are empty of extra objects? Do you put it in the nearest empty layer, or create a completely new layer for the group? ... This would appear to require that there is no limit on the number of layers which can be created, whereas at present there's a limit of 8 layers.

Regardless of the layer selection strategy for grouping, once grouped, on a future un-grouping action, I think that the un-grouped objects should probably remain in the current layer rather than returning to their original layers.

15
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 30, 2017, 03:47:00 am »
I only joined this forum very recently, so I didn't vote in this poll, however I agree with the decision to go with thecolclough's entry as I think it best achieves the requirements for a Splash Screen.

The only possible change I can think of that would make it better is if a little Robin got in through one of those windows and was seen flying through the scene (or perhaps sitting on the number eight) and leaving a small "deposit" for good luck! ;-)

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