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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 - Steve

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1
No, this build doesn't have an option for rendering a movie of the depth channel.

2
General Anim8or Forum / Re: SLIDING RESIZED FIGURES
« on: December 11, 2017, 11:37:29 pm »
daniel99: Check out this build - hopefully it fixed your problem! build 1312

3
Current Development Release - v1.01.1312, December 11, 2017

The current development release is v1.01.1312, December 11, 2017: http://www.anim8or.com/download/preview/files/animcl1312.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 1312 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

Previous v1.01.xxxx releases:

4
ASL Scripts / Re: ASL File import?
« on: December 11, 2017, 11:01:40 pm »
Do you mean reading input files? If so, text or binary? I have a scanner format that reads tokens from text files (similar to parsing a compiler's input).

5
Anim8or v1.0 Discussion Forum / Re: Idea for Skinning
« on: December 10, 2017, 06:35:29 pm »
THoS: that's a good idea. I guess I hadn't thought much about it but you make a very good point. Do you have any suggestions as how to add it?

One idea is to add [Front] and [Back] buttons like in the Object editor to enable which sides are painted, which is a little strange since you probably seldom want to paint only the back. Another idea is to only paint on the front side. Another idea is to use a Shift or Ctrl key to control whether you paint just the front or both the front and the back.

Let me know what you think (and thanks for the nice comments about Anim8or )

6
Anim8or v1.0 Discussion Forum / Re: Frame miss behaves in 2 views?
« on: December 10, 2017, 06:25:25 pm »
The way it works now:

Lower case f frames all non hidden objects is all views, including any camera views. Upper case F frames selected objects in the focus view.

Here are some possible changes to how it works:

1a) Don't change camera views.
1b) Don't change camera views unless the camera view is the focus view.
2) For lower case f[ don't change the non-focus views.
3) Leave it how it is now.

Let me know what you think.

7
Sure, Trevor. Sorry I didn't do it this time.

8
General Anim8or Forum / Re: Anim8or workspace and 3d space too little
« on: December 08, 2017, 07:04:23 pm »
OK, I see now.  It isn't presently possible to render a movie of the depth channel in Anim8or, but I'll look into adding it.

9
General Anim8or Forum / Re: Anim8or workspace and 3d space too little
« on: December 08, 2017, 01:56:25 pm »
Rendering uses the depth settings from the scene. The Z limits are used by both the scanline renderer and the OpenGL renderer. The ART renderer doesn't have a depth buffer precision problem so the limits are always 0 to infinity.

10
General Anim8or Forum / Re: COPYING in the SCENE MODE
« on: December 07, 2017, 12:33:04 am »
Repeating this from the other thread so you don't miss it:

Here's a first pass at implementing Copy/Paste for elements in scenes: Build v1.01.1311. It uses Edit->CopyElements Ctrl+Shift+C and Edit->PasteElements Ctrl+Shift+V menu commands.

It does not copy hierarchical relationships or keys, but just the basic elements. When pasting the global location, orientation and scale are preserved. Name conflicts are resolved by creating new names for the pasted elements. I hope this helps.

11
Here's a first pass at implementing Copy/Paste for elements in scenes: Build v1.01.1311. It uses Edit->CopyElements Ctrl+Shift+C and Edit->PasteElements Ctrl+Shift+V menu commands.

It does not copy hierarchical relationships or keys, but just the basic elements. When pasting the global location, orientation and scale are preserved. Name conflicts are resolved by creating new names for the pasted elements. I hope this helps

12
Gyperboloid: What graphics chip do you have?

13
General Anim8or Forum / Re: SLIDING RESIZED FIGURES
« on: December 06, 2017, 06:10:38 pm »
Hmmm. Looks like I need to scale the IK movement along with the figure's scale factor. I'll look into it.

#100-015 - Sliding Resized Figures

14
General Anim8or Forum / Re: Anim8or workspace and 3d space too little
« on: December 06, 2017, 06:06:29 pm »
fefe01 and Nellucnaiv: I don't mind constructive criticism. It helps me improve Anim8or. If you are having a problem or have a suggestion, feel free to post something about it.

I can't promise to address all of your concerns, but if I don't know about them they'll never be fixed :)

15
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1) Following what I said about "Select Face Edges" command and the PEF Extended Selection particularly : as was mentioned from others, sometimes you don't want all the mess that is created by switching components ( PEF ) with the "PEF Extended Selection" enabled,while right after you would like to use it, then again to select something with the PEF Extended Selection" being off etc., it would be very practical if user could switch it on or off somewhere on the component panel beside ( left tool bar ) and not going through the Configure UI menu every time.
Interesting idea. Maybe add a button just below the P E F buttons "Extend PEF" that toggles the setting. It also could be useful for an "All" button that you could click to enable all 3.

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2) In the Figure Editor ... Object Coords System behaves as World, with Z-Y axis reversed, for move and rotate commands.
Oops, I forgot to look at this. I'll fix it.

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3) Following that, is it possible to add something like buttons under Coords Systems for the World Coords System only,in Scene Mode, to reverse:  Y - Z axes ( currently they are ) <----- one button
                           X - Z axes  <------- second button
...
I'll have to think about this. I make the World coordinates work this way in the Scene editor because it allows you to move things around on the ground. But I see your point.

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4) One thing I dealed with, is that you can't change the name of an object folder.
Good idea.

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5) Shapes being grouped from same layer should stay on that same layer
Also a good idea.

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6) "show selected" command ... item window ...
Also an interesting idea.

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new Arc Rotate
This is still very much a work in progress. The extra click to change the view is simply a bug which I''l fix.

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When nothing is selected ( edge loop ) in Point Edit Mode, while hitting "l" or from the Edit menu, an aware window should pop-up and remind that " no edge loop is selected" instead of splitting solids.
Will fix.

Thanks for the great feedback. I probably missed a few things so I'll come back to it again later.

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