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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) 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.

2
Anim8or v1.0 Discussion Forum / Re: Trouble with the shell function
« on: November 02, 2017, 03:57:04 am »
EnglishBob I've posted a fix for this problem. There was a similar problem with the ExtrudeConnected command. This fixes

#100-014 - Shell and Extrude Connected commands can cause spikes.

Try this build 1309 out and let me know how it works.

I'll post more on what's going on tomorrow when I have more time.

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Finished Works and Works in Progress / Re: Swobu
« on: November 01, 2017, 08:52:47 pm »
Nice work, NoobJens007.

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Anim8or v1.0 Discussion Forum / Re: Trouble with the shell function
« on: November 01, 2017, 12:12:08 am »
I made some changes to the Shell tool to create more uniform thickness in the walls. I suspect that there might be an issue with that. Can you send me an example?

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Anim8or v1.0 Discussion Forum / Re: Delete multiple keys in scene mode?
« on: October 29, 2017, 09:44:19 pm »
To delete multiple keys:

1. Select all the joints that you want to edit in the track window. Remember that right clicking adds another joint to the selection without deselecting the current ones, and middle-click deselects a single joint.

2. Click-drag on the time line. This will select a range of frames.

3. Copy (Ctrl-C) or Cut (Ctrl-X) will then copy or cut the selected keys. They are stored on the clipboard so you can paste them into a different frame, etc. if you want.

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Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: October 25, 2017, 06:06:34 pm »
Trevor: this is a nice collection of images, especially since Anim8or doesn't use Photon Mapping which is much more efficient at rendering diffuse inter-reflections like in your examples.

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Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 04:57:56 pm »
Here's my logic for designing materials this way:

1. There is a need for materials local to each object. Putting all of the materials in one giant pool quickly becomes unwieldy for large projects. So there are object-level materials.

2. There is a need for using the same material in multiple objects. Making changes to this material is difficult if you need to edit each one individually. So there are global-level materials.

3. If you import an object with a large number of materials and some of them have the same name as an existing material, how should it be handled? Anim8or's two layered scheme avoids requiring the user to rename a lot of the local materials whose names conflict with global material names.

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Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 04:58:46 am »
This is how it's designed. Materials are bound by name. There are two layers, file = global, object = local. When an object's material is bound Anim8or first looks in the object material list for the name. It it finds it the that is the material used. If not, then Anim8or looks in the file material list.

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Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 22, 2017, 05:57:33 pm »
Good feedback. There does need to be an easier way to pan, plus a way to pan in X and Y directions simultaneously. I'm also working on two-axis rotation but the math is a little tricky so it's taking longer that I thought it would.

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General Anim8or Forum / Re: How to set default font?
« on: October 19, 2017, 07:06:03 pm »
selden: give Build v1.01.1307 fixes the crash when you load a file with Text objects. It would crash when you:

1) click on the file name in the windows file explorer,
2) have File->Configure->StartInPrevious checked, or
3) run Anim8or from a command line with that .an8 file for an argument.

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General Anim8or Forum / Re: COPYING in the SCENE MODE
« on: October 19, 2017, 06:48:11 pm »
I'm looking into improving copy/paste in the Scene editor. There are quite a few things, such as this, that need fixing/improving/changing.  Stay tuned ...

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Yes, you can do this. In the Scene editor click on the Rotate Bone tool (hot key "R") then click on the bone that you want to rotate. You might also want to be in Object Coordinate mode (hot key "o"). Then the track ball for that bone will let you rotate it.

Note: It that bone is part of a Sequence in that frame it will ask you if you want to break the sequence. Don't worry - all the rest of the settings will be preserved. The message is just reminding you that the sequence won't be connected to the bone any longer in that area so changing the sequence won't affect it there.

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General Anim8or Forum / Re: How to set default font?
« on: October 17, 2017, 03:28:33 pm »
I found the problem and am working on a solution. Stay tuned to this channel ...

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General Anim8or Forum / Re: How to set default font?
« on: October 17, 2017, 12:47:20 am »
OK I'll take a look at it.

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General Anim8or Forum / Re: How to set default font?
« on: October 16, 2017, 09:53:18 pm »
selden: give Build v1.01.1306 a try. It let's you set a default font that is saved with the project. To set the default double-click on a Text object in the Object editor, set the font,size, bold, italic to the default, and check the "DefaultFont" check-box. This will be used as the default for all new Text objects in the project.

Build v1.01.1306 also uses a new Arc Rotate by default but you can disable it. See this topic for details.

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