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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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Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 09:06:49 pm »
Try this: Copy a .png or .jpg file into the "Images" directory (the one in the File->Configure dialog) and rename it splash.png or splash.jpg, then run Anim8or.

Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 01:45:28 pm »
For example type this on the command line:

anim8or.exe -splash 2

and it will display fromsoysauce's colorful scene.

Note: this only works for the v.10 release.

It was fairly isolated code so the only think it was likely to break was itself :)

Anim8or v1.0 Discussion Forum / Re: Continuous Crashes on UV Maps
« on: May 31, 2017, 12:16:39 am »
#100-010 - GLSL materials with more than 4 textures are broken.

It's a limit of 4 textures in a single surface. It's just a bug in my code that can miss cleaning up after rendering a material that uses more than 4 textures.

Unfortunately it's fairly complex to fix so I don't if I can get it fixed just now. I'm leaving for Italy Friday. If I don't get it fixed tomorrow or so it won't be done until I get back in early July :'(

Anim8or v1.0 Discussion Forum / Re: Continuous Crashes on UV Maps
« on: May 30, 2017, 11:35:26 pm »
OK I found one problem: I'm querying the wrong value for the max number of textures supported. You are using 5 textures but part of my code is limiting it to 4 and, as you've seen, it doesn't render properly.

So until I can get this fixed, you need to limit your materials to a max of 4 textures.

For the nerds out there, I'm using GL_MAX_TEXTURE_UNITS which is for older OpenGL 1.3 uses. For GLSL shaders I need to use GL_MAX_TEXTURE_IMAGE_UNITS, among other things.

(That's one bright white tooth material :) )

Anim8or v1.0 Discussion Forum / Re: Continuous Crashes on UV Maps
« on: May 30, 2017, 10:21:47 pm »
Assuming that you don't have ambient and diffuse locked, I think that there are some issues with more than 4 textures.

Anim8or v1.0 Discussion Forum / Re: Continuous Crashes on UV Maps
« on: May 30, 2017, 10:08:34 pm »
I can't tell from just your (good) description, but I suspect that it's a bug in Anim8or that's due to the large number of textures being used on the same material(s), maybe in combination with their sizes.

I have a few questions:

1. How many different complex materials are you using in the same model?
2. In the entire project?
3. Are you using GLSL shaders (See the menu command View->Preferences in the "Shading" box)?
4. Can you make a simple project with just a single sphere that's assigned one of the complex materials and send that to me? Does it crash in the same way? I don't need the texture files at this point but I want to step through my code where the materials are being handled.

Does this still happen with the v1.0 release?

That's an "embarrassed" symbol :-[ . This is the one for sad  :(  They look too much alike! Anyway I was referring to my using group for layer TWICE :) (That one is a smiley face)

I agree. Grouping several things should put the group in the same layer if they are all in the same one.

What group layer should the group be in if the objects are in different layers? The default group layer?

Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 29, 2017, 04:29:55 pm »
Congratulations thecolclough and to everyone that entered the contest. I would be happy with any of the entries. So, while I've uploaded the official v1.0 release here with thecolclough's winning "Red Letter Day" as the new splash screen, I've also included a .dll that with all the entries. Place this file in the same directory as anim8or.exe and it will use a different one each time it's run. Or, to always see your favorite you can use the command line:

anim8or.exe -splash #

where # is a number from 1 to 7. (I added the original Anim8or splash as number 7 even though it wasn't in the contest. Hope nobody minds!)

Maybe he will adopt the traditional "Shift to add to selection, Ctrl to deselect" model.
Unfortunately that would impact a lot of commands that use Shift and Ctrl for various things.

-dragging the keyframes in the timeline, like select/ then M+LEftClick&Drag for example.....
Interesting idea. Currently the normal Ctrl-C, and Ctrl-X, keys copy and cut keys for the selected controllers, and Ctrl-V pastes them relative to the selected frame. So you can select frames 10-20 and some controllers, Copy/Cut them, and select another starting frame where you want to paste them.

Since click-dragging on the time track selects a range of frames using that to move the keys in the Move tool would be inconsistent. How about RMB Click-Drag, or Ctrl LMB Click-Drag to move keys?

- Sometimes I need to use the same cam position or lights. It would be great to be able to copy objects/lights/cam pos from one scene to another...
Also an interesting idea. Currently Ctrl+Sh+C and Ctrl+Sh+V copy and paste materials between different objects in the Object Editor. How about using those for copy/paste of element keys between scenes? If the names of the element and controller match then the keys would be pasted starting at the selected frame in the second scene.

-and my old wish...a way to have the character's feet keep its orientation when locked on the ground. Like in this gif example someone posted a few months back...
I worked on this a fair amount last fall but I couldn't get to working in a general manner. When you are trying to lock both the position and angle it's tricky because sometimes you can do one or the other exactly but not both. This can become really complicated when one IK chain is the parent of another.

I also want to add constraints such as Y >= 0 (i.e. don't let the feet do through the floor) which should be easier but I ran into problems. Probably just wasn't taking the right approach. I'll visit these again later on this year.

-a way to select all the keyframes. If I have a longer scene, like 20sec, there's no way to select all the keyframes.
I'll come up with a good way to do this.

When you add the new IK chain and go into the Scene editor, exactly how are you trying to animate it? I tried this and everything I try with the IK tool works:

1. Without locking the effector:
 a. Click on the handle to select to new chain,
 b. Click drag the effector around.
 c. Move to other frames and do the same.

2. By locking the new chain:
  a. Double click on the handle and lock the effector.
  b. Click-drag the effector in different frames, etc.

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