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Messages - nemyax

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After a few modelling operations on a mirrored mesh, component indexes become mixed up, and selection is mirrored incorrectly or not mirrored at all. I suspect the Cut Faces tool is to blame, but others might also cause this.
See the attached file for an example. No scripts were used in that scene.

My suggestion is to use MMB to dolly instead of zoom.
That would be awesome.

component framing would render this feature fairly trivial
Absolutely. I just didn't dare cram two requests into one thread.

this is your problem
No. It hasn't been in years and in a dozen programs, and it didn't start to be today.
johnar, you seem to imply I'm making a nonsense request (that'll be for Steve to decide) and should be using a particular workaround. You also suggest zooming, which in a perspective view means changing the FOV. But this is about dollying, which means moving the viewpoint in and out. There's a place for each of them; zooming works fine already, but it's no substitute for dollying.

i'm assuming you're starting from perspective view?
I use a single perspective view most of the time.

lets say i have some objects spread around the workspace, and i want to zoom in on the object in the top left corner.
Select all, F, select object, F. But that's not the point. I want the dolly tool to respect what I'm trying to get closer to (or away from), not change my point of interest. To me it looks like the focus-shifting behaviour is only due to an implementation oversight. You don't get this in any other software.

I'd like to raise the issue of the shifting point of interest when you dolly (RMB-drag outside the circle) in arc rotate mode. It was discussed before but no decision was made.
Steve, you never said yes, but you never said no either. Do you agree that the current behaviour should be changed so that the point of interest is retained during the dollying?

Ongoing Anim8or Development / Re: 'p', 'e' and 'g' hot keys
« on: January 05, 2015, 09:44:38 pm »
Thanks for the implementation in build 1150, Steve. Vastly appreciated.

Ongoing Anim8or Development / Re: 'p', 'e' and 'g' hot keys
« on: January 05, 2015, 08:07:21 am »
the advanced user can do more with the Wings type selection behavior, even if it makes less logical sense
The logic behind it is "make a minimal selection and convert it to what I really want selected". Among other things, this helps you get to components that are hard to get to or obstructed.
In the screenshot below, I really want to select faces for a bridge operation. So I select the shared edges, convert them to faces, deselect the faces I don't want, and BAM.

In johnar's second example, the thinking is "select the same stuff, but in face mode"; this doesn't help much—you could have selected the faces in the first place, and more easily too.

Ongoing Anim8or Development / Re: 'p', 'e' and 'g' hot keys
« on: January 03, 2015, 08:04:27 pm »
I'm not familiar at all with how its handled in wings 3d
Wings is different in that only one component type is selectable at a time. Here's what happens.
Edges to faces:

Edges to vertices:

Faces to vertices:

Faces to edges:

Vertices to faces:

Vertices to edges:

I tried an alternate To Edges behavior where any it also selected edges with a selected point. However this seemed to select too much.
I'd say this is the better behaviour. One obvious use is when you want to run a loop through a "star" formation of edges: select a point, convert to edges, connect with j. Right now "points to edges" does nothing.

I'm a little bit confused here. It  actually does still happen with p to g and  e to g  It grows every time you go from e to g. and from p to g.
I think Steve is referring to pressing the same mode key repeatedly. The fact that the selection grows when you alternate the modes is logical and actually useful.

Steve, perhaps you would consider handling conversions from single-type and mixed-type selections differently?

Ongoing Anim8or Development / Re: 'p', 'e' and 'g' hot keys
« on: January 03, 2015, 09:35:25 am »
Thanks a million!
It would be perfect if "edges to faces" selected the faces that share the edge rather than the points. But I realise that Anim8or doesn't easily decouple edge selections from point selections.

General Anim8or Forum / Re: Where can I start?
« on: December 29, 2014, 06:29:24 pm »
When did that happen?
Around 1995, in the first version. Today it lets you extend a selected edge multiple times with a series of Ctrl-clicks.

Then you are missing something!
What am I missing?

General Anim8or Forum / Re: Where can I start?
« on: December 29, 2014, 05:42:41 pm »
No other program that can do  this, that I know of.
Blender. Ctrl+click.

You can easily create anything from just this method. 
Nope. Not easily, anyway.

improve the adoption rate for Newbies
Is this really important?

OK one last update before I leave for the Christmas holidays.
Now the enabled component types don't affect highlighting any more. Everything's highlighted.

I really miss my alt-print screen, I use that pretty much every time I use anim8or (for rough sketches on top of 3D models)
Use GIMP's File | Create | Screenshot command instead.

Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: December 19, 2014, 01:17:59 pm »
Are you planning to add any modelling tools? I'm especially interested in edge dissolve and edge collapse, and I'm sure others are, too.

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