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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 2 [3] 4 5 ... 98
31
General Anim8or Forum / Re: Mouse Sensitivity?
« on: September 16, 2017, 03:24:07 am »
I posted a fix for a lot of issues with rotation and coordinate systems. Give this a try:

http://www.anim8or.com/download/files/animv100b_1298.zip

32
Anim8or v1.0 Discussion Forum / Re: graph editor and timetrack
« on: September 13, 2017, 08:27:12 pm »
Well, a sliding divider between the graph editing area and the time track was the idea, but somehow my programming team never got around to finishing it. I'll see if I can talk them into doing it .

33
General Anim8or Forum / Re: Rendering a series of png images
« on: September 06, 2017, 05:06:41 pm »
What version of Anim8or are you using? The initial v1.00 dated May 29, 2107 has a problem that causes hangs like this. If you have that version, try the one v1.00b dated August 27, 2017 which has a fix that should work for you.

34
Ahhhh, so there is a command Edit->Rotate->RotateCustom in Point Edit mode -- but it never has done anything! What were they thinking when they wrote this thing?

Looks like something that should I should work on next :)

35
Here's a build with fixes for many of the issues with Screen, Object and World coordinate systems' Move and Rotate functions:

http://www.anim8or.com/download/files/animv100b_1298.zip

Give it a try and let me know if these Object Editor tools now work properly. Note: This build does not address related issues with Scaling, or anything in the other editors. That'll come later.

--- Move/Rotate Object/Edit, Object/Point and Object/Pivot all now work correctly ---
- Fix problems with Point Rotate in Object Coordinates.
- Fix problems with Move Pivot in Object and World coordinates.
- Fix problems with Rotate Pivot in Screen and World coordinates.
- Change: use mouse RMB in the X direction to move in the Z axis (was the Y direction) to be consistent with rotations.
- Global changes to Rotations:
  * Screen coordinates: X/Y axes act as if you are physically rolling the object - X dir rotates in screen Y axis,
    Y dir rotates in X axis.
  * Object and World coordinates: +X/Y/Z movement rotates around the X/Y/Z axis in the counter-clockwise direction
    when looking in the -X/-Y/-Z direction. This is how rotations are generally described.

36
I found the problem so it'll be fixed in the next build.

37
General Anim8or Forum / Re: Texture scaling issue
« on: September 01, 2017, 05:12:50 pm »
The reason that there are 4 copies of the texture is that the UV coordinates for the texture specify that. It does not matter what size the actual texture image is, the UV coordinates specify a relative position in the image, what percent across or up and down, to apply to a face.

You can resize the texture using the UV tool in the Point editor.

1. First select only the faces with the texture you want to rescale.
2. Then click on the UV button and
3. click Yes in the dialog to enable texture UV generation for the object.
4. Click drag in the middle of the big yellow circle on the screen with the MIDDLE mouse button to rescale the texture. Use the RIGHT mouse button to move it if it's off center.

38
General Anim8or Forum / Re: Texture scaling issue
« on: August 31, 2017, 09:40:01 pm »
How did you make the surface? Can you post a picture of it?

39
nemyax: I think Point Move works properly for all coordinate systems, including Object. But Point Rotate looks like it's using World coordinates when it should be using Object.

Pivot rotations has multiple issues, not just in perspective views...

40
I just posted an update v1.00b dated August 27, 2017 with the following fixes:

New commands:

 Build->SplitSolids in main Object editor that separates unconnected parts of a mesh or subdivision surface
 Edit->Pivot->CenterPivot
 Edit->Pivot->AlignWithShape
 Edit->Pivot->AlignWithWorld

Bug Fixes:

Fix initialization bug in ConfigureGUI dialog for "Extend PEF Selection" check box.
#100-013 - Object/Move command uses World coordinates when Object coordinates are selected.
           Note: Holding the Shift key moves 1/4 as far.
           Note: Holding the Ctrl key enables drag-select LMB and drag-deselect MMB (existing behavior).

41
Gyperboloid:

1) --- What nemyax said :)

2) RMB toggles the V E F enable that you click on. If only one is enabled and you toggle it off then there is nothing left enabled (which is kind of useless, or so I thought) so Anim8or enables V.

3) This is a bug - the box should be checked accordingly. The setting is currently saved in the registry so that when you restart Anim8or it is remembered. However the dialog sets the value of "Smooth Points" instead of "Extend PFE Selection", so when you open the dialog and exit with "OK" the setting is cleared and "Smooth Points" gets the old value, unless you have re-checked everything. I'll fix this.

3A) What do you think about changing PFE to VFE in the dialog to be consistent with the hot-keys.

4) I preserved the old color scheme because some people like it better.

42
Gyperboloid:
Quote
But it seems to ignore the move command in Object Coordinates and  still has the behavior like in the World Coordinates.
You're correct, the move command uses World coordinates when Object coordinates are selected. I checked earlier releases, including v1.0, and they do the same thing. I'll fix it.

#100-013 - Object/Move command uses World coordinates when Object coordinates are selected.

43
There was a bit of a discussion on how this should work - some people liked it the to grow the selection and others not. So I made it an option

44
A new Buiid->SplitSolids command will be in the next drop.

45
Wow, I didn't know that it did that! I'll add a Build->SplitSolids command to the object editor menu.

Note: the l hot key won't work in the object editor because it's used for the Line command.

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