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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

Pages: 1 ... 95 96 [97] 98
1441
General Anim8or Forum / Re: Question concerning material zones
« on: January 02, 2008, 11:45:06 pm »
I was afraid that v0.96 might have a lot of problems since I'd changed some key internal code.  As it turns out it's quite stable so you should be ablw to use it OK.  But please don't post your questions in the v0.96 forum unless you are sure that they are about the new v0.96 features.

1442
General Anim8or Forum / Re: Question concerning material zones
« on: January 02, 2008, 04:35:51 am »
The buil- in.obj export code in the v0.96 preview should preserve multiple materials.  You can find a copy in the "v0.96 Preview" link in the left hand menu: http://www.anim8or.com/download/preview/index.html

1443
General Anim8or Forum / Re: Undo bug?
« on: January 02, 2008, 04:28:04 am »
Doe this always happen  Can you send me an .an8 project that shows the problem and tell me what parts to move and undo that causes it?  I can't reporduce the problem myself.

1444
General Anim8or Forum / Re: Adding keys in graph editor
« on: January 01, 2008, 11:10:15 pm »
To add keys in the graph editor:  Select the element you want to add keys to then double-click on the name of the controller in the list at the left of the graph window.  This will bring up the controoler's dialog window.  Enter the frame number (if it.s not the current frame) and then click the "Add Key" button.  You can also click on the main time line to select the frame before you open the controller dialog.

1445
General Anim8or Forum / Re: Was doing hand model.
« on: January 01, 2008, 08:27:53 pm »
You need to select both one component of your model and a modifier.  Then the Build->Modifiers->BindModifier command will work.

1446
General Anim8or Forum / Re: Inverse Kinematics
« on: January 01, 2008, 08:25:31 pm »
It's not working well enough to enable.  I'll give it another try sometime ... don't know when yet.

1447
Hey, startrekfan001!  I've been out of town with almost no web access.  Give me a break!

Image based shadow algorithms (which includes things like yout suggestion) don't look that good and can have some very noticable artifacts.  In some instances it would look fine but unless I get a lot more complicated that simply blurring a non-aa shadow there would be problems like dark smudges near the edges of something that was in front of a shadow, etc.

1448
There is no width to a cylindrical projection, and not height or width to a spherical projection.  These coordinates are derived from the direction of the projection wich does not change with scale.

1449
General Anim8or Forum / Re: Windows Vista installation of Animor 8
« on: December 26, 2007, 11:29:17 pm »
The file manager is the window that you view your files and directory names in.  You can double click on the "My Computer" icon on the desktop (I think this works for Vista - that's how it works in WinXP) to open it, and then search for the directory that you saved the Anim8or.exe file in when you unzipped it.  If Anim8or.exe is on th desktop then you can right click directly on it there.

1450
General Anim8or Forum / Re: Ur old username(in old forum)
« on: December 21, 2007, 09:40:16 pm »
I would love to port Anim8or to the Mac.  I just have too much I want to add first, and it is a big job because I have to redo all of the dialogs.  I'm working on a scheme to make that a lot easier so even though it doesn't look like I'm making progress behind the scene I am.

(I love Apple.  I live in Cupertino :)

1451
ASL Scripts / Re: 9 shape scripts
« on: December 21, 2007, 07:43:06 pm »
I used the "Sticky" command for the first time on this :)

1452
General Anim8or Forum / Re: Future Features For Fun
« on: December 21, 2007, 05:46:19 am »
Click the "v0.96 Preview" link in the left hand tool bar of the Anim8or web site to get your own copy at 50% off list price!

1453
ASL Scripts / Re: My Only ASL Script Complaint
« on: December 20, 2007, 08:57:41 pm »
Persistent variables are problematic in ASL.  They introduce a lot of new issues.  Are they part of the project?  The session?  When are they updated?  When are they initialized (if ever)?  If you render the same frame twice does it update the variable twice?  Same question for a script.  Anim8or needs to rerun certain scripts at unpredictable times (such as parameteric shape scripts and controller scripts).  If they have side effects then the shape or animation could change unpredictably.  Switching between different scenes, for example, might or might not rerun controller and parameteric shape scripts.

IMHO a better way to do this is using files.  Both reading and writing files are on the roadmap so you could deal with these issues as you wished.  Note that file input will not be allowed for some scripts (e.g. parameteric shape scripts) because these must create exactly the same shape each time that they are called with the same parameters.

As for keying off frame numbers,  there might be a better way to do what you want.  If you want to have a changeable time that something happens you can add a new controller to the world object in a scene.  (Edit->Controllers..Add).  Use an int named "InitialActionFrame", for example, and set it to the frame of interest.  Read it in all scripts that need it.  By changing this single value you can alter the timing of the scene without editing all of the scripts.

1454
General Anim8or Forum / Re: Welcome to the New Anim8or Forum
« on: December 19, 2007, 06:20:46 am »
I wish I knew how to transfer everything but I don't.  The plan is to leave it up but not allow new topics and see what happens.

1455
General Anim8or Forum / Re: Welcome to the New Anim8or Forum
« on: December 19, 2007, 12:39:42 am »
flametiger74, I'm using a different forum software package.  It's not possible to use the old look here.

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