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.

Messages - Steve

Pages: [1] 2 3 ... 107
1
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: October 13, 2018, 11:57:53 am »
Rewriting = all the code that was lost when my HD crashed :)

2
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: October 12, 2018, 01:23:23 pm »
Kyle:  :-[

I'm in Italy now for a while but managing to make some progress in rewriting everything. (And maning some progress in sampling limoncello)

The hardest part is trying to program on an Italian keyboard. There aren't any curly braces! You have to press and hold the left ALT key (NOT the alternate ALT key on the right! That's needed for square braces, at signs and pound signs!) type 1 2 3 on the keypad, then release the ALT key to make a {

3
Billboarding can look very good, depending on where you use it. For something like trees in the background or nor too close to the camera, it's quite good and is very low polygon. If you move the camera a lot then it begins to break down the closer the bilboards are to the camera. It's eaasy to try and if you don't like the results you can always use more complex models.

4
OK that was used by the origional Anim8or software renderer. Not everyone had working OpenGL drivers in the early days so I added a software path for drawing the working screens. Disabling backfaces often made it run much faster.

How important is it? At first pass it seems that it would be easy to add, but I suspect that a lot of things won't work correctly without a tom of tweaking.

5
Michel Colašo: I can see how editing morph targets in thescene editor would be helpful. Anim8or isn't quite set up for that but I'l see if I can figure out something.

Trevor: Those buttons should disable the selection of front or back faced polygons, edges and points.

6
General Anim8or Forum / Allert: Missing Member Accounts!!!
« on: September 10, 2018, 01:55:06 pm »
Several members who recently joined have repoted that their accounts have dissppeared. As far as I can tell if you registered in the past two weeks or so your account may have been lost.

Please re-register! You sould be abe to use the same user name, etc. If you have any problems e-mail me at:

support (at) anim8or (dot) com


7
Anim8or v1.0 Discussion Forum / Re: render resolution limit
« on: September 04, 2018, 09:52:14 pm »
4096x4096 are hardwired constants right now. I'll see if I can add something to let you work around that limit, but it may not always work due to limitations on memory (32b apps) and surface sizes (GPU limit for OpenGL rendering). If I ever finish making Anim8or a 64b app it will get better.

Nice monitor setup :)

8
General Anim8or Forum / Re: Conversion of jointangle to quaternion
« on: September 03, 2018, 04:24:35 pm »
The convention that Anim8or uses is:

Looking down an axis in the negative direction, a positive rotation turns clockwise. Some applications do the opposite. Here is a simple axis model and a drawing:


9
Yeah, I should make that more obvious somehow.

10
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 31, 2018, 08:12:48 pm »
It could be worse - at least I don't have a boss bugging me to work harder :)  It's going a bit faster the second time. I have the multi-thread code finished and bunch of small things, and I'm working on the new bone editing now.

11
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 26, 2018, 05:02:03 pm »
Yes, the second time the code is better organized and easier to write. I've finished a lot of small things and am close to finishing the multi-threaded rendering code. There's still a lot to do though. Good think I like to write code

12
scoop7: if you Fast Select (hot key Ctrl-T) is enabled you should be able to click-drag on the root bone and it will be selected automatically.

13
Ongoing Anim8or Development / Re: New Bone Editing Tool
« on: August 16, 2018, 05:39:52 pm »
The new bone editing tool changed the length of the bones connected to that joint. This is only possible in the Figure editor. It would have to reposition the child bones, rotate them, it some combination to preserve bone lengths.

14
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 10, 2018, 11:37:58 pm »
Good advice!

I thought I was. I use Carbonite which backs up files continuously. I had a disk crash 3 or 4 years ago and Carbonite had everything save and easy to reload.

Unfortunately when I changed the configuration of my computer last April it got confused and started backing up the wrong disk. Since it keeps everything for several months I got weekly reports of the back-up which looked fine.


15
General Anim8or Forum / Arrgh! Hard Disk Crash!
« on: August 10, 2018, 05:53:06 pm »
My disk crashed this week. I have a back-up service for my data. Unfortunately when I added a new disk last April it suspended backing up the Anim8or source files.   :'( :'( :'( :'( :'(

Sooooo, now I get to rewrite everything from mid April. This includes multi threaded rendering and the new bone editing code.

Don't worry, I'll rewrite it all. It was a lot of fun the first time, and it should be even more fun the second!

Pages: [1] 2 3 ... 107