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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
Finished Works and Works in Progress / Re: Dreamboat
« on: January 15, 2018, 06:23:53 pm »
Nice boat, 5L1D3R. When do I get a ride in it?

BTW "Strega Del Mare" means "Sea Witch" in Italian.

2
kreator: this should be fixed in build 1317.

3
Thanks, that helped. I'm working on a fix.

#101-019 - Script controllers for scene morph targets with aren't saved in .an8 file.

It was broken in build 1251, in case it matters. You can also work around the problem by adding a key to the morph target, and closing the controller dialog, and then add the script.

4
Looks like a bug to me. I'll look into it. If you could post a small sample file it will help.

5
Anim8or v1.0 Discussion Forum / Re: Texture bug from 0.98 to 1.0
« on: January 04, 2018, 10:39:52 pm »
You might be able to find an updated driver on the Nvidia website, but don't know if they still support it.

6
Anim8or v1.0 Discussion Forum / Re: Texture bug from 0.98 to 1.0
« on: January 04, 2018, 06:47:09 pm »
ZoranVedek: I'm having trouble reproducing the bug. It may be a bug in your graphic chip's drive. What graphics chip do you have? See the About->SystemInfo menu command under "OpenGL Renderer" and "OpenGL Version".

7
General Anim8or Forum / Re: Cylinder dragging
« on: January 03, 2018, 10:58:37 pm »
If you ever find a way to reproduce the texture problem post it and I'll look into what's causing it.

8
General Anim8or Forum / Re: Cylinder dragging
« on: January 03, 2018, 08:06:44 pm »
Wow, you're an early adopter!

Starting with the 1.0 release cylinders are always added vertical (in the World Z direction). Is that what you need?

9
Anim8or v1.0 Discussion Forum / Re: Bone naming causes crash
« on: January 02, 2018, 04:33:54 pm »
OK if you have further issues post a sample file and I'll look into it.

10
Hi, fromsoysauce. As far as I'm concerned you created Sharkie and you can do whatever you link like with her. The same goes for Robin if you're referring to the bird-like character in the image, it's your design.

The only Robin character that I made was the Anim8or logo and the (really really simplistic) round red bird in the A Simple Walk tutorial and a few other places on my web site. You're welcome to use that as well if you think it will help...

Any mention of Anim8or wold be very much appreciated, especially in association with your wonderful work.


BTW there is a license that gives some more details about how you can use Anim8ior and who owns the results (basically whoever creates something owns it) in the About->License menu command. If you have any questions or want clarification please let me know.

And thanks for asking and for promoting Anim8or.

Happy New Year!

11
Finished Works and Works in Progress / Re: Freddy!
« on: December 27, 2017, 05:51:32 pm »
Hi, Arik_the_Red. Good to hear from you. There's lots of new things in Anim8or, hope you find them useful. And nice teddy bear.

12
Anim8or v1.0 Discussion Forum / Re: Bone naming causes crash
« on: December 26, 2017, 10:46:58 pm »
The licked attribute is stored within the bone's controller.

Can you post a figure that shows this crashing problem? And which bone's name do you try to change? I assume that this happens in the Figure editor.

13
I just posted  Build 1314 that displays the angle between selected edges.

The screen can become really crowded with all these values displayed at once. Note that you can disable point related values (position and angle) by disabling point selection and line length by disabling edge selection in the point editor. I also added highlighting in orange for mouse-over to try and make the values more readable.

It might be necessary to add a option dialog to enable/disable the kind of CAD information that is shown.

Let me know what you think.

14
Good feedback. There's a bit to digest here, but I have a couple of comments.

Groups and Layers:

I agree that it's confusing as it is. Putting everything in a group on the same layer, as you suggest, is easier to understand. So I propose doing pretty much what you suggest:

1) When you make a group, if all components are in the same layer assign the group that layer. If not, prompt the user to choose a layer to assign to the group and all the components.

2) When you dissolve a group, keep the same layers on the components as they were assigned when the group was formed.

3) Changing a groups layer also changes all it's component's layers. (Probably obvious, but just to make it clear.)

Group materials:

You're correct, v0.98 showed "Multiple" as the material when there were multiple materials within the components of the group - and you couldn't change it. If they all used the same single material then you could change it for all components in the group dialog. This somehow stopped working so I'll restore this original behavior.

15
I had intended to give a new group the same layer as its components, and if they are not all the same layer give the group the default layer. But it look like this doesn't work.  I'll fix that.

As for the visibility issue, if either the layer of the group or the layer of the component is hidden, then the component will not be shown.  I.e. they both need to be enabled to see the component. So in your image 3 layer 0 is still hidden so the group is hidden even if it;s components have layer 6 which is not hidden.

Currently: Groups don't have materials - they are just a container.  So you can't assign them a material. Would you like to be able to assign a material to all components in this dialog?

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