Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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.

Topics - Steve

Pages: 1 [2] 3 4 5
16
Ongoing Anim8or Development / "Floating" Track Window
« on: February 16, 2016, 09:09:25 pm »
I just posted Build 1219 which has an option to move the Time Track from the main window into the Graph Edit window with the menu command Option->FloatTimeTrack. Give it a try and let me know what you think!

Note: There is a resize bar between the Graph Edit window and the Time Track.  I know it doesn't work yet :)  I found a last minute bug that was crashing Anim8or so I disabled it for now.

17
Ongoing Anim8or Development / Normal Maps
« on: January 27, 2016, 01:16:33 am »
Build 1213 of Anim8or now supports Normal Maps.

Attached is a sample project.

18

Build 1159 January 29, 2015: animcl1159.zip
Build 1152 January 15, 2015: animcl1152.zip
Build 1150 January 5, 2015: animcl1150.zip
Build 1148 January 2, 2015: animcl1148.zip
Build 1146 December 19, 2014: animcl1146.zip
Build 1145 December 17, 2014: animcl1145.zip
Build 1143 December 10, 2014: animcl1143.zip

Major changes for build 1159:
View->FrameSelected command ('F' hot key): Frame selected points/edges/faces in Point Editor.
Extrude-Connected and Shell: Improve uniformity of thickness in extruded parts.
Linux/Wine: add temporary additional glFlush() calls to try and fix Linux swapbuffer bug.
2D: Edge Intersect Command: New command in Point Editor that creates new points when edged intersect. Works on a flattened mesh.
2D: Flatten Command: Flattens all points in a mesh to a plane. Used in conjunction with Edge Intersect.
Mesh Extrustion: Allow meshes to be extruded with the Build->Extrude command (in addition to the previous Splines and Text objects).
Arc Rotate MMB and Mouse Wheel: In perspective, Camera and Spotlight views the Middle Mouse Button and Mouse Wheel dolly towards and away from the Point Of Interest (POI) without moving the POI. With the <Ctrl> key pressed the MMB and Mouse Wheel zooms the view. All changes to Cameras and Spotlight are recorded in the animation tracks. I.e. with the green Animate Button changes add a new key to the position/view angle controller, etc.

Major changes for build 1152:
Point, Edge, Face Buttons: LMB clicking these buttons changes to Points-Only, Edges-Only and Faces-Only mode and automatically converts selections to Points, Edges or Faces. RMB clicking toggles each button independently without change any selections (the way the LMB use to work).
Highlight Objects/Bounding Boxes: moving the mouse over an object highlights it in the Object Editor with Fast-Select.
Build->ConvertToSpline: new command in Point Editor builds splines for chains of selected edges.
Fix #098-057: Opening a .obj by double clicking on an .obj file doesn't read the .mtl file.
Fix #098-058: Isolated points don't rotate or scale. -- Now all isolated points are put into their own group for rotation and scaling.
Delete All Morph Targets: new command.
Mouse Move Tolerance: increased to 4 pixels.
Highlight Color: changed to orange.

Major changes for build 1150:
'p', 'e' and 'g' hot keys in Point Edit mode: change to closer match Wings3D selection semantics.
Text mode key strokes: change to act like normal hot-keys if there isn't any selected Text object.
Mouse move tolerance: add a small tolerance to mouse move detection to reduce accidentally moves. Note: there are still a few tools that don't support this yet.
STL export/import: convert coordinates between Anim8or and STL standards so models aren't rotated.
Spline editing: now works with fast-select highlighting, etc.
Full Screen Start-up: changed the way full screen windows are done when starting Anim8or. Seems to fix the crashes in Win 8, Vista, etc.
Clicking on nothing in Object editor Move, Rotate, etc. deselects everything in fast-select mode bug fixed.
Fix #098-056 Double sided materials disappear when highlighted/selected using fast-select

Major changes for build 1148:
Not much here but I wanted to post a fix for #098-055.
New: Select only Points, Edged, Faces: As requested by several people, the hot keys 'p', 'e' and 'g' now
switch to point-, edge- and face-only mode and select points, edges or faces of selected components. I have some questions about how this should work. See 'p', 'e' and 'g' hot keys for details.
Fix #098-055 Enabled component types don't affect highlighting. Everything's highlighted.

Major changes for build 1146:
Object Editor: Update to use fast-select rules proposed in topic New Fast Select Question
Highlight Shape pointed to by mouse in Object editor - note - not done for wireframe views yet.
Don't delete: points/edges/faces in locked or hidden shapes.
Ctrl paint-select: added to remaining Point Edit tools.
Fix #098-054 Add edge can crash when splitting a face.

Major changes for build 1145:
Point Editor: Extend fast-select to more Point Edit Tools: Extrude, Extrude-Connected, Scale Faces, Peak Faces, Bevel, Inset, Bump, Point Slide, Extrude Edges.
Hidden Point/Edge Selection: Don't select hidden points and edges in solid views. Used to happen when Faces were disabled.
Add Edges: Automatically split faces when adding an edge connecting two points in the same face.
Remove Scale Faces and Rotate Faces tools: These are redundant since teh regular Rotate and Scale tools do the same thing.
Fix #098-051 Fast Select crashes when mouse moves over spline knots.
Fix #098-052 Select Connected doesn't work for points when edges or faces isn't enabled.
Fix other minor Picking bugs.

Major changes for build 1143:
More changes in Point Editor:
  • Rotate now uses Fast Select properly.
  • Holding the <Crtl> key allows you to paint-select with your mouse in Select, Move, Rotate, Scale, and ScaleNonUniform, and in normal Object editor.
  • Rotate rotates around the middle of the selection, etc.
  • See the updated topic New Point Editing Rules for more details.
Restore 't' hotkey used for Edit->Select->SelectFaceEdges.
Select Edge's Points as well when selecting an edge.
Memory Leaks: Fixed some major memory leaks.
Don't select Locked or Hidden P/E/F in Point Edit drag-select mode.
Disable <Ctrl>+RMB as a substitute for MMB. The <Ctrl> key is too valuable to dedicate to this.


19
Trevor: Can you post an example mesh?  I can't seem to reproduce this problem.

I think I have found a bug with Merge Point.

I selected all verticies and then merged with 0.002, yet it tried to merge verticies that were 7.00 distance... it seems very odd.

Further, if I selected small groups of verticies to merge (eg, the join between 2 capless cylinders joined together into 1 mesh) then it would work ok, but select all still merged verticies from all over and swapped the normals on some faces...

Not entirly sure whats going on there.

It worked fine in the previous version.

Trev

20
Ongoing Anim8or Development / Trackball in the Scene Editor
« on: November 16, 2015, 10:51:29 pm »
Overall using the trackball for editing bones in the Scene editor works quite well. There are a few minor bugs, however, that I noticed after I'd posted the update.  I'm in the process of fixing these.

Please reply to this topic with other issues that you may find.

Direct bone manipulation: If you click-drag on a bone to rotate it instead of using the trackball, it makes an initial jump to a different location. I know what's causing this and should have it fixed soon.

Wierd crash: Clicking on a Figure in Rotate Bone mode from the Camera view can crash. I'm still chasing this one down.

Tiny Trackballs: In the Camera and Perspective views the trackball size isn't correct. This should be easy to fix.

21
Ongoing Anim8or Development / Trackball Rotation in the Sequence Editor
« on: October 20, 2015, 11:46:22 pm »
I just posted build 1194 that uses trackball controls for rotating bones. There are several issues that have cropped up in the interaction between using a trackball and joint limits.

First some background:

Most people think of rotations as independently applied in the X, Y and Z axes, known as Euler angles. However this is not the case when using a trackball.

Anim8or's first rotates a bone in the X-axis (pitch), then the Z-axis (roll) relative to the bone's local coordinate system after the X rotation.  Finally the Y-axis (yaw) is applied.  Since the X rotation is made first, the "X-axis" is not changed by subsequent Z and Y rotations. In fact it is possible to align two axes, resulting in the well-known state of "Gimbal Lock". If you enable "Show Axis" (hot key X) in the sequence editor you can see this happening. For this, and other reasons, Anim8or uses quaternions, which do not have this problem, to interpolate rotation.

When displaying rotations Anim8or converts the quaternion into separate X, Y and Z rotations. This is ambiguous at best for several reasons. First there are 6 different orders in which the rotations can be applied. Second even for a given order, there can be multiple individual rotations that produce the same orientation.

The problems:

1) How should the trackball be oriented? The 3 axes of a trackball are always at right angles while the three axes of the Euler representation are not. I have chosen to use the final orientation, that is after the rotations have been applied. Thus the Y axis of the trackball will always be aligned with the Euler Y axis (since it is the final rotation applied as view by Euler). But the X and X axes will not always be aligned with the Euler X and Z axes.

So rotating a trackball around the X or Z axis will generally change the values of multiple Euler angles.

I don't believe that this will be a problem if you simply work on the screen and ignore the numeric values for X, Y and Z.  They aren't that useful anyway.  Let me know what you think after you've used the trackball for a while.

2) Joint limits: If you are using joint limits, or have one or more axes locked, you might see some strange behavior.  I have been able to limit the weirdness when only one axis is free and will be improving it further in the near future, but I don't know exactly what to do for 2 and 3 free axes.

Maybe joint limits aren't such a good idea...



22
General Anim8or Forum / Back home and working on next release
« on: October 16, 2015, 01:45:05 am »
I returned home last week, ready to continue working on Anim8or. Unfortunately one of the disks in my development computer hard-crashed the next day, dead, dead, dead. Nothing was recoverable. Not to worry, I have backups of everything important. It still took more than a week to figure out that the disk was really gone, and then get everything up and running, transferring all the licenses to the new configuration, etc.

I should have something interesting posted in a week or so. Big changes coming to Anim8or this fall!

Note: I use Carbonite for backing up my computer. It worked very well. 38 GB of data restored with the click of a button! Thank goodness that I have a Giga-Bit fiber connection at home :)  So if anyone is looking for a good cloud-based backup service, I highly recommend Carbonite. It cost $59/year for unlimited data on 1 PC and runs almost unnoticed in the background. (They should give me a discount for this plug :) )

23
There is a mode in all of the editors called "Viewpoint" that you select by clicking on int eye button at the top of the toolbar. I don't think it is very useful. I duplicates the functionality of Arc-Rotate. I was planning on removing it if there aren't any objections.

All feedback is appreciated.

24
Ongoing Anim8or Development / Trackball Rotation for Bones
« on: May 02, 2015, 01:07:20 am »
The Bone Rotate tool in Build 1175 uses a trackball. You can rotate bones in 6 different ways with just the left mouse button. Here's a screen shot:



The colored arcs rotate the joint around an axis in the bone's local coordinate system: Green for X, Blue for Y and Violet for Z. Click-drag in the direction of the arc to rotate the bone.

The outer ring rotates the joint around the screen's Z axis, and the Yellow arrows rotate it around the screen's X and Y axes.

You can also click directly on any bone and rotate it with the mouse just like the previous tool worked. In this case the LMB rotates in the screen Z axis, MMB in the screen X axis, and RMB in the screen Y axis.

Note: Priority is given to the trackball controls, so clicking on a bone that's mostly covered by these controls can be a bit tricky to do. That shouldn't be a big problem because the controls should be as easy or easier to use. But allowing this makes it possible to click-drag on an unselected bone and rotate it without first having to select it, so I thought that this would be useful to support.

Give a big Thanks! to raxx for his feedback on the design.

25
Ongoing Anim8or Development / Figure Editor Design Question
« on: March 22, 2015, 10:29:32 pm »
Background: There are several things that you can't do in the Figure Editor that would be useful, such as seeing the Figure in it's default pose, and experimenting with how skinned meshed behave when bones are rotated.

There are also two ways the you would normally like to see your figure, in the pose used for painting weights (or using weight volumes), and the "normal" pose.  For example, you usually model a human figure with the arms stretched out to sides and the legs apart (like the famous Leonardo da Vinci human figure).

In Anim8or the idea is that you paint weights with all joint angles set to zero, but the "normal" pose is with the default joint angles. Starting with build 1166 there is an option to show your figure in either pose, Options->DefaultBoneAngles(Note: I'll probably be adding a button for this, and temporarily you can toggle the setting with <Ctrl-Q>.) In the painting pose (angles = 0.0) the mesh is not deformed. In the default pose it is.

The problem: What is supposed to happen when you rotate bones (hot-key R)? Currently Anim8or assumes that you want to change the painting pose, in other words, set a now zero-angle.  The bone can still be rotated as before relative to this new zero-angle. When you rotate bones this way the figure isn't deformed in painting pose, and is in default pose.

I'm thinking about adding a new tool/mode/whatever to allow you to pose your figures and see how the skinning works. I have several ideas in mind on how to do this but none seem as simple as they should. Perhaps a button to enable this mode (where the background turns green) but use the normal rotate joints mode?

I have to go to meet someone now but I'll add more later.  In the mean time any feedback is welcome.

26
Ongoing Anim8or Development / 'p', 'e' and 'g' hot keys
« on: January 03, 2015, 12:46:02 am »
nemyax, johnar and others: I've changed the behavior of the 'p', 'e' and 'g' hot-keys to be more like nemyax's To Points, To Edges and To Faces commands (see his post). Here's the current rules:

To Points 'p': Select points in selected faces or edges. Then deselect faces and edges.
To Edges 'e': Select edges in selected faces and their end points. Then deselect faces and all points that are not in a selected edge.
To Faces 'g': Select faces with a selected point or edge. Then deselect points and edges.

I tried an alternate To Edges behavior where any it also selected edges with a selected point. However this seemed to select too much. Also repeating the 'e' command in this manner keeps growing the selection which seems wrong. That doesn't happen for the 'p' and 'g' commands.

Here's the build 1148

Comments appreciated :)

27
Ongoing Anim8or Development / New Fast Select Question:
« on: December 18, 2014, 12:42:54 am »
The Point-Edit Fast Select rules are somewhat different than those in the main Object editor. I like the way the Point Editor works better and I'd like to try and make them more alike.

Specifically, for the Object Editor's Move, Rotate and Scale tools the rules would be (3 proposed changes are shown in blue):

1. Click without dragging: Same selection rules as normal Select mode, and as Point Editor.
    LMB: Select pointed-to item. Deselect everything else A) even if clicking on a selected item. Clicking on empty space deselects everything.
    MMB: Deselect pointed-to item. Nothing else changes selection. Used to "Subtract From Selection".
    RMB: Select pointed-to item. Nothing else changes. Used to "Add To Selection".

2. Click and dragging: Same selection rules as Point Editor.
    B) Clicking on a selected object doesn't alter selection. Everything currently selected is moved/scaled/etc.
    C) Clicking on an unselected object selects only that item, everything else is deselected. Only that one item is moved/scaled/etc. It will have the same behavior for all mouse buttons. Currently LMB = Select One, MMB = Deselect,  and RMB = Select Add.
    Clicking in empty space doesn't alter selection. All previously selected items are moved/scaled/etc.

With this I should be close to finishing the current changes to the object editor and be ready to move on to other areas.

As usual, any and all feedback is welcome.

28
Major changes for build 1140:
Big changes in Point Editor: With Fast Select enabled: Click-release in the Move, Rotate, Scale, and ScaleNonUniform acts just like Select mode. Click drag edits. See the topic New Point Editing Rules for more details.
Big changes in Point Editor, part 2: The Scale tool scales relative to the geometric center of selected components. Again see "New Point Editing Rules" for details.
Restore Full-Screen mode when previous window was full-screen when closed.
Fix #098-047 Crash: Mirror on a parametric/modifier item + 2x undo.
Fix crash for Undo of EditNamedCom after fresh reload.
Fix NamedComRec Material binding bug.

Major changes for build 1138:
This is mainly a bug fix build for issues with 1137.
Fix #098-044 Picking spline knots using Fast Select in the point editor crashes.
Fix bug Thick Lines not read properly from the registry.
Fix bug Can't connect to existing points with AddEdge tool.
Increase pick tolerance when only picking Points or Edges.

Major changes for build 1137:
Radically new Point Edit tools I'm making major changes to the Point Edit tools, including simultaneous editing of Points, Edges and Faces, dynamic highlighting of what the mouse is point to, ability to move Faces, visually thicker edges, more consistent use of mouse buttons. See the separate post for more details.
Add GLSL/ARB Fragment Program setting to viewport dialog and remember it for the next session.
Fix #098-042 Morph targets aren't working in 3DS frame export.
Fix #098-045 Undo material edit can crash.
Fix #098-046 Copy/paste of group with one mesh: location offset and crashes.
Patch for ATI RADEON x800 driver bug that returned garbage at startup causing Anim8or to loop.
Additional fix for #098-043 Multiple Modifier issues in properties dialogue and copy/paste.

Major changes for build 1127:
Fix #098-043 Multiple Modifier issues in properties dialog and copy/paste.
New command line option -traceinit : outputs initialization progress to text window to help diagnose failure for Anim8or to run.

Major changes for build 1124:
Fix #098-040 Erratic behavior when loading a project with missing textures.
Click "Cancel" to stop missing texture file warnings.
Create frame images in RGBA .png format for movie frame sequence when RGBA mode is selected.
Enable Scale Operator for components in the Figure editor. Note: there are still some issues with bone influences.
Layers enabled for Figure components.
Fast Select added to Figure editor for Move, Rotate and Scale components.
Fix 098-043 (partially) Multiple Modifier issues in properties
  dialog and copy/paste. Copy/Paste sill not working correctly but dialogs are fixed.

Major changes for build 1122:
Fix ART rendering for transparent textures. All 9 AlphaMode X BlendMode combinations match
  for GLSL, ART and Scanline output.
Fix RGB and RGBA check-box bug in image and movie rendering properties dialogs.
Use project-defined default image directory name when saving images to an unrooted file name.

Major changes for build 1121:
Fix #098-038 OpenGL transparency textures don't show. Also fixes other multi-texture problems.
Fix #098-039 Scene editor: can't output a movie to .png format files.
Fix inverted .png files I needed to flip all .png images after reading them.

Major changes for build 1118:
PNG Support As of build 1118 Anim8or supports reading and writing PNG files.
Fix #098-032 Orientation and Boolean keys aren't copied/pasted with Ctrl-C and Ctrl-V.
Fix #098-033 (partially) Spherical and Cylindrical UV projection shows anomalies.
Fix #098-034 Can't move or rotate of objects attached to bones.
Fix #098-035 Object Editor: Manipulating Groups crashes (movement, rotation, scaling, etc.)
Fix #098-036 Bone Object dialog resets orientation.

Major changes for build 1115:
Fixing another problem that shows up in multiple Subdivision point editing tools :(
Fix #098-031 Multiple crashes when editing Subdivision meshes.

Major changes for build 1114:
Another quick release to fix a couple more bugs. These are all simple changes so they shouldn't break anything new :)
Fix #098-028 File->ConfigureUI->ShowGrid doesn't show grid in Scene editor.
Fix #098-029 Effect Modifier doesn't return bound component when returning levels in use.
Fix #098-030 Modifier without bound object isn't shown.

Major changes for build 1113:
This is a quick release to fix some bugs introduced in 1112.
Fix #098-024 Point Edit Mode: Subdivision Meshes control points are not editable.
Fix #098-025 Effect Modifier sets wrong level.
Fix phantom edge length that sometimes appears in Add Edge mode.
File folder names: Add drop-down dialog with list of existing folder names.
CAD mode: Add temporary setting (toggle with Options->DebugOptions->DebugA) to test showing more edge lengths for splines in CAD mode.

Major changes for build 1112:

Snap to Right Angles: Enable in Options->Grid... Effective for Straight and Curved Splines, and for Add Edge in Point Edit mode.
If Grid Snap is enabled it applies to the length on the line being added.
Improved Spotlights: Change spotlight edge falloff from linear to smootherstep (GLSL, scanline, and ART).
Settings->Element...: menu command restored, in Scene->Element...
Preserve Layer Number: when duplicating, splitting, converting to Subdivision, etc.
Add Options->Layers dialog.
Default Layer: user value for which layer newly added components use.
CAD Mode - Display Line Length: for selected spline segments when editing splines, and when adding edges.
Underline Default Layer: in toolbar button.

Remove unused tracks: from a Sequence if they have no keys and there is no such bone/axis
 enabled in the Figure.
Fix #098-018: Errors when reading Mirrored Meshes from a .an8 file. Broken in cl-1098.
Fix #098-019: Grids not showing correctly when there is more than one view active.
Fix #098-020: Adding key to deleted/disabled joint axis in Sequence editor crashes.
Fix #098-021: Components assigned to hidden or locked Layers can be altered by editing commands.
Fix #098-022: Edge roundness greater than 3 has no effect.
Bug fix: Can't close the View->Preferences dialog when OpenGL AA isn't supported.
Bug fix: Move ortho grid back to X/Z plane. I accidentally set it to X/Y when updating the grid code in cl-1097.

Major changes for build 1103:

Anti-Aliased OpenGL Workspace: Anti-aliased work-spaces available in the View->Preferences dialog, if your graphics chip supports it.
Improved GLSL Lighting: GLSL shaders now support up to 8 lights in the Scene editor and all light types: directional, local and spotlight.

Major changes for build 1101:

Menu "Folders" for Objects, Figures, Sequences, Scenes: You can group Objects, Figures, etc. into sub-menus. Simply set the name of a virtual "folder" in the Object->Properties dialog.
Settings menus moved: All of the Settings menus functionality has bee moved into Object->Properties, Figure->Properties, etc.
User definable Movie FPS: You can set the default for movie frames per second and the Limit Playback values for new projects.
Fix #098-012 - Window titles don't work: Don't know why, it just started working again!!!
Fix #098-016 - Material window doesn't show bitmaps when first opened after switching objects. Mostly fixed. Still might be able to happen but I can't reproduce a case.
OpenGL Resource Leaks: I fixed some problematic OpenGL resource leaks related to GLSL shaders.

Major changes for build 1097:

GLSL Shaders: When shaders are enabled Anim8or now uses GLSL shaders by default. You need OpenGL 2.0 or later for this and the original ARB assembly shaders are still supported. Use <Ctrl-B> to toggle through GLSL -> ARB fragment programs -> OpenGL materials.
Add Separate Snap-to-Angle setting: There is now a separate snap value for angles. You can set the value in the Options->Grid dialog.
Add optional numeric labels on the grid lines in axis aligned views (Front, Back, Top, Bottom, Left, Right). They are off by default and are enabled in the Options->Grid dialog by checking "Show Scale".
Bug #098-009 Fixed: Materials disappear after viewing properties dialog.
Bug #098-010 Fixed: Picking uses old viewport immediately after zooming with the mouse wheel.
Bug #098-011 Fixed: When the CAD ruler is on and the mouse wheel is used to zoom in and out, the dimension lines are not updated.
Bug #098-013 Fixed: CAD X/Y/Z-axis coordinates are wrong.
Bug #098-014 Mostly Fixed: Reference images show as transparent without image in wireframe. However partially transparent images (alpha < 1) show as alpha = 1 in wireframe.

Build 1088 fixes numerous small issues including:

Alt toggles to/from Arc-Rotate mode cleanly,
Select deselects everything when you click in an empty space with Fast Select enabled (like it used to),
Point Select Move tool doesn't select the shape when you click on a shape,
Reference Images with transparency are truly transparent (shaders must be enabled for best results), and
Transparency < 1.0 no longer renders too dark with shaders enabled.

Major changes for build 1086:

Fast Selection: I enabled a Fast Select option for Select, Move, Rotate, Scale and Non-Uniform Scale tools in the Object editor. This is enabled by default but you can change back to the old behavior in the GUI dialog.
CAD mode Alignment: You can align shapes in an Object by top, bottom and center in CAD mode. I'll add point alignment and more later.
Orientation in Shape Dialogs: The Shape dialogs support editing the orientation.
Reference Images: New properties include setting a transparency level and transparent images (i.e. .GIF files with transparency).
OpenGL Shaders support Texture Blend Modes: OpenGL shaders now show all testure BLEND and ALPHA modes correctly.
Mouse Scroll in Camera Views: When Animation is enables scrolling the mouse in a Camera view now properly changes the FOV in the animation.
Graph Window Position: This size and location of the graph editor window are saved for the next session, similar to the how the main window behaves.
Fix bug #098-008: Skinning crashing in scene mode.

Major changes for build 1978:

Snap to Grid: Changed to snap to absolute locations [1.83 -->  2.00] instead of relative [1.83 -> 2.83].  Holding down the Shift key when you start the operation switched back to relative.
Mouse Wheel: zooms graphic views in and out, and scrolls the material and left hand toolbar. You don't have to click in a particular area - it acts on whatever the mouse is over at the time.
Object Alignment: In CAD-style mode, there is an alignment marker that you can use to help align components. Double-click on the left or lower part of the Front, Right, Top, etc. windows to set the location or change the axis, or click-drag to move it. Click on the marker to enable/disable. Note: automatic snap-to-marker is coming soon - didn't quite get it working correctly for this drop.

Major changes for build 1075/6: (1076 is a small update that replaces build 1075 dated March 25, 2014 which had a problem parsing prefix ++ and -- operators.)

Initial CAD-style feature: This build takes small step into adding some CAD-like features. I expect a lot of feedback on what to do in the area, so don't be shy about replying to the "CAD-style" topic :)!
ASL ~, ++ and -- operators: You can now use a bit more of C in ASL.
Alt-key enters Arc-Rotate mode Pressing the Alt key temporarily switched the interface into Arc-Rotate mode. Since "Classic" Anim8or uses Alt + Right Mouse to emulate the Middle Mouse button this change introduces a backwards incompatibility: you now need to use Ctrl + Right Mouse.
Bug #098-006 Fixed: Closing Reference Image dialog window (in upper R corner) crashes Anim8or.

Major changes for build 1071:

ASL statements: This builds adds do/while, C-like for, break and continue statements.
ASL operators: Also newly added are integer bit-wise operators &, ^, |, << and >>.
$main() function.
Attribute functions for materials and to add and set attribute values, and layer functions.
Quaternion operations and functions.
See the individual topics for more details.

Major changes for build 1070:

ASL functions: You can now use functions in ASL scripts. There are some restrictions that I hope to eliminate in the near future but they otherwise are more or less like C. This extension is backwards compatible to the original ASL language so all existing scripts should still work. I made a lot of changes to the code so proceed with caution. Hopefully there aren't too many bugs! See the new topic on ASL Functions for details.

Major changes for build 1067 and previous builds:

Faster OpenGL Rendering: Large models should draw considerably faster in the working views. There are some minor differences (e.g. in points) but overall it should match perfectly. You can toggle back and forth to the original code with <Ctrl-N>.
New to 1066 Bumpmaps, flat mode, and normals are now rendered correctly.

Layers: The Object and Scene editors now support Layers. You can give each mesh or objects a layer and toggle the visibility and the ability to edit each layer in the top toolbar.
New to 1066 Layer settings saved to .an8 file.

STL export and import: Anim8or supports STL now so you can directly output 3D-Printable models. Note: This has only minimally been tested, so proceed with caution!
New to 1070 I've made a couple of great prints with the STL output so it seems to be working OK. I've even been told that I have "nice normals"!

Active Property Dialogs: All properties dialogs in the Object editor are now active. Changes show up immediately while you're still in the dialog. There is also mode detail such as point/edge/face count and memory usage.
New to 1066: Toggle to not actively update parametric meshes in properties dialog.

New to 1066 Texture file search Anim8or now searches sub-directories of the base Texture directory for texture files when loading projects. It also loads all 6 cube faces of Environment Map textures when the names end in {xpos, xneg, ... zneg}, {posx, ...} or {right, left, top, bottom, front, back}.
Note: You must load the xpos file in the (+X) entry, or the xneg in the (-X) entry, etc. for this to work.

Previous releases:
Build 1140 December 5, 2014: animcl1140.zip
Build 1138 November 28, 2014: animcl1138.zip
Build 1137, November 26, 2014: animcl1137.zip
Build 1127, November 9, 2014: animcl1127.zip
Build 1124, October 31, 2014: animcl1124.zip
Build 1122, October 24, 2014: animcl1122.zip
Build 1121, October 23, 2014: animcl1121.zip
Build 1118, October 19, 2014: animcl1118.zip
Build 1115, October 7, 2014: animcl1115.zip
Build 1113, October 6, 2014: animcl1113.zip
Build 1112, October 1, 2014: animcl1112.zip
Build 1103, September 10, 2014: animcl1103.zip
Build 1101, September 3, 2014: animcl1101.zip
Build 1097, August 26, 2014: animcl1097.zip
Build 1088, April 23, 2014: animcl1088.zip
Build 1086, April 18, 2014: animcl1086.zip
Build 1078, April 2, 2014: animcl1078.zip
Build 1076, March 26, 2014: animcl1076.zip
Build 1071, March 5, 2014: animcl1071.zip
Build 1070, February 22, 2014: animcl1070.zip
Build 1067, February 12, 2014: animcl1067.zip It is the same as build 1066 but fixes the face selection problem in flat rendering mode.
Build 1066, February 10, 2014: animcl1066.zip
Build 1061, February 3, 2014: animcl1061.zip


29
Ongoing Anim8or Development / New Point Editing Rules: New build 1143
« on: December 01, 2014, 12:01:46 am »
Build 1143 dated December 10, 2014 implements a different mouse model. It affects the Point Editor's Move, Rotate, Scale and Scale Non-Uniform tools and works like this:

I. If Fast Select is enabled:

   1. Click without dragging (All tools): Only affects P/E/F selection. Never changes geometry:
      LMB: Select highlighted item. Deselect everything else. Clicking on empty space deselects everything,
      MMB: Deselect highlighted item. Nothing else changes selection. Used to "Subtract From Selection".
      RMB: Select highlighted item. Nothing else changes. Used to "Add To Selection".

   2. Click and drag: Affects selection and geometry.
      a1. Selection (Arrow Select):
         Same as click without dragging.

      a2. Selection (All tools except Arrow Select):
         Clicking on a selected P/E/F doesn't alter selection. Everything currently selected is moved/scaled/etc.
         Clicking on an unselected P/F/E selects only that item, everything else is deselected. Only that one item is moved/scaled/etc.
         Clicking in empty space doesn't alter selection. All previously selected items are moved/scaled/etc.

      b1. Geometry (Move):
         LMB: Move in the X/Y direction (e.g. in the plain of the screen).
         MMB: Same as LMB. Possible additional functionality here. New in 1143: moves points in the direction of the Normals.
         RMB: Move in the Z direction (e.g. into and out of the screen).

      b2. Geometry (Scale):
         LMB/MMB/RMB: Scales selected geometry around the geometric center of selected groups of Points/Edges/Faces.
         Note: Isolated single points don't move. Think about it if this seems strange :)

      b3. Geometry (Scale Non-Uniform):
         LMB: Scale connected groups in X/Y directions independently (screen aligned).
         MMB: No effect.
         RMB: Scale in the Z direction (e.g. into and out of the screen).

      b4. Geometry (Rotate):
         New in 1143: Rotates around the geometric center of selected groups of Points/Edges/Faces.
         LMB: Rotates in the X and Y screen axis.
         MMB: Rotates in the direction of the average of the selected faces' normals.
         RMB: Rotates in the Z axis (which points out of the screen).

   3. Click-drag with <Ctrl> Key Pressed (All tools): New in 1143: Only affects P/E/F selection. Never changes geometry:
         LMB: Paint-select. Initially deselects everything, then selects as the mouse moves.
         MMB: Paint-deselect. Deselects as the mouse moves over things.
         RMB: Paint-select without delete. Same as LMB but doesn't do the initial deselection.

II. If Fast Select is disabled:

   1. Keeps "Classic Anim8or" behavior.

Please post your comments here :)

30
Smirkyguy: I think I finally figured out how to make maximized windows work correctly.  It'll be in the next build.

Trevor: Remembering the line thickness setting was fixed for build 1138.  And thanks :)

Pages: 1 [2] 3 4 5