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 ... 103
1
General Anim8or Forum / Re: Login Forum Error!
« on: April 17, 2018, 09:16:51 pm »
Yes, the same thing happens when I log in.

2
ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: April 01, 2018, 04:00:52 pm »
Oops!  I hadn't thought about relative paths when I was writing the texture file open code. I'll have to give this some more thought. It's pretty crazy the way it is now.

3
Ongoing Anim8or Development / Re: Fast Selection
« on: March 29, 2018, 12:05:02 am »
AlecJames: Fast Select is working correctly as far as I can tell.

When it is enabled it should normally highlight the object under the mouse (but not always, for example for Drag Select, or the non-path objects in the Path editors). This indicates that clicking on an object will affect it's selection.

When disabled it should still highlight what the mouse points to in Arrow Select mode, because clicking on it will affect it's selection. In other modes, like Move or Scale, the selection can't be changed so things are not highlighted.

4
Ongoing Anim8or Development / Re: Fast Selection
« on: March 28, 2018, 11:21:54 pm »
Are you using the OpenGL renderer?

5
Finished Works and Works in Progress / Re: Nifty Robin Fanart
« on: March 28, 2018, 03:45:51 pm »
Pretty cool. Nice work, CoriDavis!

6
Re: OpenGL Rendering. Yes, this is done using the GPU in a similar manner to how the screen is drawn. There are a few minor differences, i.e. GPU rendering doesn't support anti aliasing yet.

7
This file works on my computer. It uses ~850 MB which shouldn't cause a problem. How much is it using on your computer?

BTW very nice model.

8
Ongoing Anim8or Development / Re: File Input add to ASL in Build 1321
« on: March 16, 2018, 03:07:56 am »
Oops! That's where it is on my computer :) Try this one: http://www.anim8or.com/scripts/spec/index.html

9
It's linked to by the first topic in the Ongoing Anim8or Development forum: http://www.anim8or.com/download/preview/files/animcl1321.zip

10
selden: try the new build-1321 to see if it fixes the problem.

11
Ongoing Anim8or Development / File Input add to ASL in Build 1321
« on: March 15, 2018, 11:34:47 pm »
Build build 1321 dated March 15, 2018 supports text file input in ASL Object Command scripts.

The ASL spec has been updated to show the new features. I've attached some sample files as well with a bit of explaination.

file_read_obj.a8s - imports .obj data files.
file_read_tokenize.a8s - lists the contents of a file as tokens.

12
selden: thanks for the bug report. I have a fix and will post it in a few minutes.

13
ASL Scripts / Re: File Read Function(s)
« on: March 15, 2018, 04:07:18 pm »
Claude: Oops! I need to fix that, too.

14
ASL Scripts / Re: File Read Function(s)
« on: March 15, 2018, 01:54:28 am »
D.J.Peters: Are you clairvoyant??? You're asking this today after 9 years?
It happens that I'm just putting the finishing touches on a prototype build with text file input working. I should have it posted in a day or so

15
General Anim8or Forum / Re: Looping Animation
« on: March 14, 2018, 07:30:40 pm »
Yes, I'm working towards a 64-bit version. I'm afraid to change too much in the release branch - don't want to break everything! So I'll probably make a new branch to do the conversion - same features. Once it's stable I'll build both 32-bit and 64-bit from that branch.

Pages: [1] 2 3 ... 103