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Messages - Steve

Pages: 1 ... 95 96 [97] 98 99 ... 138
1441
Kyle: Any polygonal representation of a sphere will be an approximation because polygons simply don't have spherical surfaces.

Catmull-Clark subdivision doesn't result in perfect spheres, but it is very easy to model with because there are no restrictions on the geometry. You can build any shape you want and smooth it with CC subdivision. You can add creases, softly rounded edges, etc.

Systems like NURBS can make perfect spheres but they can be extremely difficult to use due to the restriction that all faces must be quadrilaterals.

The Blender-style Quad sphere looks interesting. The plug-in doesn't seem to generate any texture coordinates though. I'm not quite sure how to handle the singularities at the poles. I'll take a closer look at it.

1442
kreator: PNG is getting close. I still have some problems with it crashing at random times. IK is turning out to be really tricky.

I seriously needed to do some global code cleanup and these new features are tied into the same changes. It's easier to debug them all at once instead of serially.

I'll see if I can get PNG out in the next couple of weeks and give IK another try when the current changes are finished. I'll concentrate more on the most requested features.



1443
thecolclough: Yes, it should be "Layer". Who knows where that came from! And I also like "Locked" better.
I'll add layers to the other editors alter figuring out all the details. I had to make a lot of little changes to get this all working. As you can see there are still a few glitches to fix.

ronaldefarmer: Thanks, I'll give this top priority: #098-024 - Point Edit Mode: Subdivision Meshes control points are not editable.

MvGulik: I think there is a bug in your graphics driver that's preventing the text from showing. I can't reproduce the problem. What graphics card do you have? (See the About->SystemInfo dialog.)

MvGulik: #098-025 - Effect Modifier sets wrong level.
I'll set the final layer to the same as the Bound-Mesh (layer.l) since this is just an editing operation on that mesh. Does that sound OK?

kreator: I'm having trouble reproducing the problems with transparent faces, and points remaining on in the background. Can you post a screen shot or something?

1444
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: October 04, 2014, 03:55:32 pm »
If you can send me an example or a screen capture that would help.

It's tricky to show the right balance of information on the screen. For splines, I'm showing the length of all selected segments and the coordinates of selected knots that are not next to a selected segment.

One thing I did to reduce the clutter is to deselect all the previously selected segments and knots when you add a new segment. It can be useful to keep them selected, though, and I can see how it could be useful to keep them selected. Any feedback is appreciated.

1445
There was a bug in build 1097 that drew all the grids in the X-Y plane, and caused multiple problems when you have more than one working window. I fixed it in the latest drop 1112.

Here's how it works:

All views along an axis (Front/Back/Top/Bottom/Left/Right) show a screen aligned grid. Options->Grid->ShowScale toggles numeric labels on the grid.  All other views except for Perspective views, show a ground-plane grid (in the X-Z plane).  I'll probably add one to the Perspective views as well once I work out the dimensions in some reasonable way :)

1446
Anim8or v0.98 Discussion Forum / Re: [solved] Edge Rounding levels?
« on: October 03, 2014, 02:59:52 pm »
Fixed in build 1112.

1447
Ongoing Anim8or Development / Re: Improved GLSL Lighting
« on: October 02, 2014, 05:42:19 pm »
Build 1112's GLSL spotlights no longer show a hard edge for softer settings:



1448
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: October 02, 2014, 05:33:52 pm »
Trevor and Unobtainium: Check out the CAD line lengths in Spline and Add Edge modes in Build 1112. To keep the clutter down I only show the lengths of selected segments.

1449
Ongoing Anim8or Development / Re: Layers
« on: October 02, 2014, 05:28:16 pm »
Trevor and Raxx: Check out the new default layer in build 1112.

Water Music: The layer number is preserved for converting to Mesh/Subdivided, duplication, editing, splitting, etc.

thecolclough: Bug fixed: #098-021 - Components assigned to hidden or locked Layers can be altered by editing commands.

1450
I just posted  Build 1112. There's lots of new stuff so check it out!

1451
Ongoing Anim8or Development / Re: Layers
« on: October 01, 2014, 05:01:50 pm »
Layers are intended as a modeling tool. You can already animate the visibility of elements of a scene using the Visible controller.

1452
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: September 30, 2014, 09:27:54 pm »
You're correct, cooldude234. Text in Anim8or is raster not vector. Vectors can look fairly ugly, especially when small. Plus OpenGL drivers have a lot of latitude in how the draw lines so it's hard to make vector text good looking on all graphics chips.

1453
Ongoing Anim8or Development / Re: Layers
« on: September 30, 2014, 08:17:02 pm »
For Separate Enables, all layers associated with something need to be visible for it to show up. When an Object Bird is in a Scene, the Element Robin that contains it has a layer and each component of that object, Wings, Legs and Body have a layer. For the entire Element Robin to be shown all 4 layers must be visible.

It does not work the other way. Changing a layer in a Scene will not alter any part of the visibility of an Object .

1454
Ongoing Anim8or Development / Re: Layers
« on: September 28, 2014, 06:01:38 pm »
Separate Enables: Here's my idea of how the different Layers in the Object and Scene editor will interact (the first choice in the poll):

In the Object editor: An Object has no single Layer number. Individual components of an Object, however, each have their own Layer. The properties of these Layers are set within the Object editor (Visible, Locked, etc.).

In the Scene editor: Each time you add an Object to a Scene, Anim8or creates a new Element to add to the Scene that references that Object. That Element has (will have :)) it's own Layer which uses the Scene's Layer properties.

For example: Create and Object named Bird with components named Wings (Layer = 1), Legs (Layer = 2), and Body (Layer 3), and then add two Birds to a Scene named Scene1 giving the two corresponding Elements the names Robin (Layer = 1) and Tweety (Layer = 2).

1: If you hide Bird.Layer 1 (i.e. Bird.Layer[1].Visible = false) then the wings of both Robin and Tweety will vanish from the Scene because:

Scene1.Robin.Wings.Layer.Visible = Bird.Layer[1].Visible = false.
Scene1.Tweety.Wings.Layer.Visible = Bird.Layer[1].Visible = false.

2. If you then hide Scene1.Layer 1 (Scene1.Layer[1] = false) the Robin will vanish completely but Tweety will still be there, with his wings still not visible Because:

Scene1.Robin.Layer.Visible = Scene1.Layer[1].Visible = false.
Scene1.Tweety.Layer.Visible = Scene1.Layer[2].Visible = true, but
Scene1.Tweety.Wings.Layer.Visible = Bird.Layer[1].Visible = false.

If you re-enable Layer1's visibility in the Object Bird then Tweety's wings will reappear in Scene1 but Robin will still be hidden.

Global Layers: Here's my idea of how one global set of Layers will interact (the second choice in the poll):

Same setup. Layer1.Visible = false:

In the Object editor: the wings of Bird will vanish.
In Scene1: Robin will vanish and the Tweety's wings will vanish.

If you re-enable Layer1's visibility Robin will reappear as will Tweety's wings.

Hope this clarifies things a bit!

1455
Ongoing Anim8or Development / Re: Layers
« on: September 27, 2014, 11:44:21 pm »
The same issue occurs between different editors.  For example if you set Layers on parts of an Object in the Object editor, and then assign different Layers to the Elements that contain them in the Scene editor, which layer takes precedence? Does the Object layer apply to the components of each Object and the Scene layer applies to the Element? If either one is hidden then the component/element is not shown. At least that's the way that I have thought of it.

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