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 4 ... 107
16
General Anim8or Forum / Allert: Missing Member Accounts!!!
« on: September 10, 2018, 01:55:06 pm »
Several members who recently joined have repoted that their accounts have dissppeared. As far as I can tell if you registered in the past two weeks or so your account may have been lost.

Please re-register! You sould be abe to use the same user name, etc. If you have any problems e-mail me at:

support (at) anim8or (dot) com


17
Anim8or v1.0 Discussion Forum / Re: render resolution limit
« on: September 04, 2018, 09:52:14 pm »
4096x4096 are hardwired constants right now. I'll see if I can add something to let you work around that limit, but it may not always work due to limitations on memory (32b apps) and surface sizes (GPU limit for OpenGL rendering). If I ever finish making Anim8or a 64b app it will get better.

Nice monitor setup :)

18
General Anim8or Forum / Re: Conversion of jointangle to quaternion
« on: September 03, 2018, 04:24:35 pm »
The convention that Anim8or uses is:

Looking down an axis in the negative direction, a positive rotation turns clockwise. Some applications do the opposite. Here is a simple axis model and a drawing:


19
Yeah, I should make that more obvious somehow.

20
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 31, 2018, 08:12:48 pm »
It could be worse - at least I don't have a boss bugging me to work harder :)  It's going a bit faster the second time. I have the multi-thread code finished and bunch of small things, and I'm working on the new bone editing now.

21
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 26, 2018, 05:02:03 pm »
Yes, the second time the code is better organized and easier to write. I've finished a lot of small things and am close to finishing the multi-threaded rendering code. There's still a lot to do though. Good think I like to write code

22
scoop7: if you Fast Select (hot key Ctrl-T) is enabled you should be able to click-drag on the root bone and it will be selected automatically.

23
Ongoing Anim8or Development / Re: New Bone Editing Tool
« on: August 16, 2018, 05:39:52 pm »
The new bone editing tool changed the length of the bones connected to that joint. This is only possible in the Figure editor. It would have to reposition the child bones, rotate them, it some combination to preserve bone lengths.

24
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 10, 2018, 11:37:58 pm »
Good advice!

I thought I was. I use Carbonite which backs up files continuously. I had a disk crash 3 or 4 years ago and Carbonite had everything save and easy to reload.

Unfortunately when I changed the configuration of my computer last April it got confused and started backing up the wrong disk. Since it keeps everything for several months I got weekly reports of the back-up which looked fine.


25
General Anim8or Forum / Arrgh! Hard Disk Crash!
« on: August 10, 2018, 05:53:06 pm »
My disk crashed this week. I have a back-up service for my data. Unfortunately when I added a new disk last April it suspended backing up the Anim8or source files.   :'( :'( :'( :'( :'(

Sooooo, now I get to rewrite everything from mid April. This includes multi threaded rendering and the new bone editing code.

Don't worry, I'll rewrite it all. It was a lot of fun the first time, and it should be even more fun the second!

26
Ongoing Anim8or Development / Re: New Bone Editing Tool
« on: August 07, 2018, 03:30:28 pm »
Ahhh, the root joint! I think I can fix that.

27
Ongoing Anim8or Development / New Bone Editing Tool
« on: August 06, 2018, 07:10:42 pm »
As suggested by nemyax in a previous post I'm working on a different way to edit bones (hot key 'J'). I have the first part finished where you click-drag on a joint and it only affects the bones attached directly at that joint. I'm still working on the second part where you can move a group of selected bones.

Please try build 1332 out and let me know what you think, especially the following points:

1. Do you like the new bone joints appearance?

2. Should this new mode be added to the existing Edit Bone tool (hot key 'E') or be a separate tool?

3. Any other feedback is appreciated.

Here's the original video that nemyax posted:


28
neirao: the ner camera controls make it much easier to smoothly dolly and pan the camera. I still have a bit of work to do to eliminate the over/under shoot of the movement. Currently you sometimes need to fix that in the graph editor, but I think I have a solution.

29
davdud101: "Is the precision of the CAD numbers adjustable?" That's a good idea. I'll see if I can add an option for it.

30
Anim8or v1.0 Discussion Forum / Re: Bone locking feature??
« on: July 25, 2018, 10:12:34 pm »
Have you tried using IK - Inverse Kinemetics ?

Pages: 1 [2] 3 4 ... 107