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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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General Anim8or Forum / Re: request/suggestion
« on: May 09, 2018, 02:01:41 pm »
Yes, I'm in Italy now - someone's gotta help them eat all this great pasta!

I'll look into this when I get back.

Anim8or v1.0 Discussion Forum / Re: rotating faces?
« on: April 21, 2018, 07:01:53 am »
Oops! I need to redo the tutorial. The point edit move/scale/rotate tools changed for 1.0.

You only can access the mesh. It is subdivided automatically before it is shown.

This logo like something that I forgot to include in ASL. I'll see if I can add something to support two sided materials.

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

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.

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.

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

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

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.

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.

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:

It's linked to by the first topic in the Ongoing Anim8or Development forum:

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

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.

Here's a link to the part of the spec that describes how to use the text scanner.

Anim8or can prompt the user for the out file name and location with the #file Directive in an Object Command or an Untyped Command script.

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