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 5 ... 101
31
Finished Works and Works in Progress / Re: My Anim8or Projects
« on: December 15, 2017, 07:01:49 pm »
Really nice work, sachem! But I think you need to have someone clean up the spilled wine on the table in the living room ;)

32
No, this build doesn't have an option for rendering a movie of the depth channel.

33
General Anim8or Forum / Re: SLIDING RESIZED FIGURES
« on: December 11, 2017, 11:37:29 pm »
daniel99: Check out this build - hopefully it fixed your problem! build 1312

34
The current development release is v1.01.1318, January 25, 2018: http://www.anim8or.com/download/preview/files/animcl1318.zip

These notes are for the development branch of Anim8or, currently labeled v1.01.xxxx. As changes are verified many but not all will be rolled int the main branch, v1.00x.

The following is a cumulative list of major changes to this development branch since the latest "official" release, v1.00b.

Major changes for build 1318 dated January 25, 2018:
Scene Editor: Added Element Folders which all you to group element in the track window for easier management of large projects.
- Fixed several minor Undo/Redo bugs such as Element name changes not being applied.

Previous v1.01.xxxx releases:

Major changes for build 1317 dated January 14, 2018:
Fix #101-017: Issues with Groups and Layers.
   Use group's layer instead of each component's layer when displaying or selecting a group.
   Use the group number of the components in a group when creating a group.
   For multiple group numbers, use any one of them.
Fix #101-018: Reading a .an8 file with a script-based parameteric shape in a group crashes.
Fix #101-019: Script controllers for scene morph targets with aren't saved in .an8 file.
IK effector: Change to not move location of effector unless the user have specifically moved it
(i.e. not when it was moved because it couldn't be reached when the whole figure was moved).
Connected Face Extrusion: Expand cases when new faces are kept parallel to original faces.
Inset Tool: Change to inset edges parallel and equal distance to original edges. Previous behavior (that moved edges relative to the length of each individual edge) is available using the Shift key.
Scene Editor: Add menu command Edit->Bones->KeySelectedControllers.
Fix #101-020: Object Editor: Copy/Pasting a Group with a sub Group doesn't work correctly.


Major changes for build 1314 dated December 20, 2017:
Depth Channel: You can now make movies of the depth channel.
Depth Channel: Fixed small bugs in Z-near/Z-far dialogs as they relate to rendering.
Frame Viewports: Hot-key f changed to frame only the focus view. Hot-key Ctrl-Sh-F added to frame all views.
User Lights: Added an option Options->UseDefaultLighting to disable user lights and use default lighting in the scene editor:
CAD: Display the angle between selected adjacent edges.
CAD: Highlight values in orange when the mouse moves over the component.
Material Samples: Fix bug where they didn't render when layer 0 was hidden.

Major changes for build 1312 dated December 11, 2017:
Fix #100-010:GLSL materials with more than 4 textures are broken.
Fix #100-011:Rendering a scene a second time hangs
Fix #100-012:Shape rotations don't follow object coordinates in object editor.
Fix #100-013:Object/Move command uses World coordinates when Object coordinates are selected.
Fix #100-014: Shell and Extrude Connected commands can cause spikes.
Fix #100-015: Sliding Resized Figures with IK.
Scene Editor: Add Copy/Paste for Scene Elements.
Object editor: Add Build->SplitSolids command that separates unconnected parts of a mesh or subdivision surface.
Pivot: Add Edit->Pivot->CenterPivot, AlignWithShape, AlignWithWorld commands.
Point Editor: Implement Edit->Rotate->Rotate commands.
Text Object: Add default font to project: type-face, size, italic, bold


35
ASL Scripts / Re: ASL File import?
« on: December 11, 2017, 11:01:40 pm »
Do you mean reading input files? If so, text or binary? I have a scanner format that reads tokens from text files (similar to parsing a compiler's input).

36
Anim8or v1.0 Discussion Forum / Re: Idea for Skinning
« on: December 10, 2017, 06:35:29 pm »
THoS: that's a good idea. I guess I hadn't thought much about it but you make a very good point. Do you have any suggestions as how to add it?

One idea is to add [Front] and [Back] buttons like in the Object editor to enable which sides are painted, which is a little strange since you probably seldom want to paint only the back. Another idea is to only paint on the front side. Another idea is to use a Shift or Ctrl key to control whether you paint just the front or both the front and the back.

Let me know what you think (and thanks for the nice comments about Anim8or )

37
Anim8or v1.0 Discussion Forum / Re: Frame miss behaves in 2 views?
« on: December 10, 2017, 06:25:25 pm »
The way it works now:

Lower case f frames all non hidden objects is all views, including any camera views. Upper case F frames selected objects in the focus view.

Here are some possible changes to how it works:

1a) Don't change camera views.
1b) Don't change camera views unless the camera view is the focus view.
2) For lower case f[ don't change the non-focus views.
3) Leave it how it is now.

Let me know what you think.

38
Sure, Trevor. Sorry I didn't do it this time.

39
General Anim8or Forum / Re: Anim8or workspace and 3d space too little
« on: December 08, 2017, 07:04:23 pm »
OK, I see now.  It isn't presently possible to render a movie of the depth channel in Anim8or, but I'll look into adding it.

40
General Anim8or Forum / Re: Anim8or workspace and 3d space too little
« on: December 08, 2017, 01:56:25 pm »
Rendering uses the depth settings from the scene. The Z limits are used by both the scanline renderer and the OpenGL renderer. The ART renderer doesn't have a depth buffer precision problem so the limits are always 0 to infinity.

41
General Anim8or Forum / Re: COPYING in the SCENE MODE
« on: December 07, 2017, 12:33:04 am »
Repeating this from the other thread so you don't miss it:

Here's a first pass at implementing Copy/Paste for elements in scenes: Build v1.01.1311. It uses Edit->CopyElements Ctrl+Shift+C and Edit->PasteElements Ctrl+Shift+V menu commands.

It does not copy hierarchical relationships or keys, but just the basic elements. When pasting the global location, orientation and scale are preserved. Name conflicts are resolved by creating new names for the pasted elements. I hope this helps.

42
Here's a first pass at implementing Copy/Paste for elements in scenes: Build v1.01.1311. It uses Edit->CopyElements Ctrl+Shift+C and Edit->PasteElements Ctrl+Shift+V menu commands.

It does not copy hierarchical relationships or keys, but just the basic elements. When pasting the global location, orientation and scale are preserved. Name conflicts are resolved by creating new names for the pasted elements. I hope this helps

43
Gyperboloid: What graphics chip do you have?

44
General Anim8or Forum / Re: SLIDING RESIZED FIGURES
« on: December 06, 2017, 06:10:38 pm »
Hmmm. Looks like I need to scale the IK movement along with the figure's scale factor. I'll look into it.

#100-015 - Sliding Resized Figures

45
General Anim8or Forum / Re: Anim8or workspace and 3d space too little
« on: December 06, 2017, 06:06:29 pm »
fefe01 and Nellucnaiv: I don't mind constructive criticism. It helps me improve Anim8or. If you are having a problem or have a suggestion, feel free to post something about it.

I can't promise to address all of your concerns, but if I don't know about them they'll never be fixed :)

Pages: 1 2 [3] 4 5 ... 101