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 - Trevor

Pages: 1 [2] 3 4 ... 12
16
I am one of those "Old Colour" users as I find the new one odd, I'm just used to seeing an8 in blue.

Yes, lets change PEF to VEF, that should alleviate some confusion around "point" and "Vertex" (Gyperboloid: the Plural of Vertex is Vertices although I too have been know to use the incorrect Vertexes before)

Agreed on Steve's point2

Trev

17
you need v1.00a downloadable here
http://www.anim8or.com/download/files/animv100a.zip

trev

18
To be honest, it took me a while to work that one out too.

Trev

19
Anim8or v1.0 Discussion Forum / Re: Rendering Hangs
« on: August 11, 2017, 10:05:16 pm »
That's great Steve, it works now.

just as a matter of interest I wondered if you were keeping the internal build number incrementing, however I opened about to find it simply says 1.00a.

I think it might be good to keep the internal build number which would mean we were on v1.00.1.1274
(1269, B1, B2, B3, V1, V1a)

Trev

20
General Anim8or Forum / Re: Where is everybody?
« on: August 10, 2017, 09:55:00 am »
heh, I wish Steve would make that optional, a few builds ago it was screen zoom rather than cursor zoom and I preferred that, now when I zoom it veers off to a side which is annoying when I'm lined up to a specific grid point.

Trev

21
Anim8or v1.0 Discussion Forum / Re: Rendering Hangs
« on: August 10, 2017, 09:43:38 am »
Sorry for my late response however I think this sounds like the issue I had posted about here http://www.anim8or.com/smf/index.php/topic,5563.msg41999.html#msg41999
Quote
Win 10 16251
Clicking render works once, after that clicking render again the render controls appear but the image options window does not.
Click close and the menu bar becomes active but the rest of the screen stays in render mode
Click render again and all is well, image options show and render starts.
click close and window returns to object/scene mode.

Trev

22
General Anim8or Forum / Re: Turn off Shadows in ART render?
« on: August 02, 2017, 10:23:16 am »
yup! still waiting for copy an paste objects in scene mode without having to manually add things!

hahaha, just noticed you re-posted this here.
I added this to the dev forum since I think that forum would be more appropriate for requests otherwise there would be no definition between the forums - that is unless a mod or Steve objects and considers the dev forum closed (pre-v1)?

There were a few things that never made V1, but Steve did say he was stabilising V1 for Release rather than adding new features.

for a 1.1 though I still say we need
Copy/Paste Scene elements
Toggle ALL shadows in scanline (I hate having to enable shadows for everything)
what thecolclough said about shadow opacity (2% trans = 2% shadow + tint (diffuse colour of object casting shadow))
Multi-threaded Render (break the image into small segments, single core CPU wont be any faster though it may look it, but multi-core CPU will be MANY times FASTER)
HDR images + Tonemapper (this is probably the hardest request and might be v1.2)


Bug report time,
Win 10 16251
Clicking render works once, after that clicking render again the render controls appear but the image options window does not.
Click close and the menu bar becomes active but the rest of the screen stays in render mode
Click render again and all is well, image options show and render starts.
click close and window returns to object/scene mode.

Trev

23
Since this is a development suggestion Ill post here since I feel that posting in the v1 forum should be limited to that build.

Scene mode needs the ability to cop/paste elements.

Its been mentioned before by Kreator here

When is the next dev build going to be ready?

Trev

24
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: April 29, 2017, 11:46:36 am »
should this not now be in V1 forum?

v0.98 has come to an end.

Trev

25
General Anim8or Forum / Re: new to Anim8or - question about beak
« on: April 24, 2017, 04:14:53 pm »
Can you post a screenshot please.

Trev

26
General Anim8or Forum / Re: Pixie3D
« on: April 18, 2017, 10:36:46 am »
You have quite a wasteful modeling technique if you are gearing pixie toward Games.
Just because PC's and consoles have more memory and CPU power, doesn't mean modelers (or their tools) should be lazy.:P

The car did utilise most of the grid, but the house, I could have 1/2 the number of triangles used there just by getting rid of the grid.

As for the fact you are advertising competition software (and not using it as a feature request demo) I do not see any advantage over an8 here. You say it exports to unity, but An8 also exports to "Wavefront OBJ" which is all your doing, then using separate software to import obj and export unity file.

This of course is all my opinion, at least its another piece of free software :)

Trev

27
General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: April 16, 2017, 06:31:33 pm »
Try  http://www.anim8or.com/download/beta/animv100beta2.zip

Checked out the CAD, better than debug A since can select lines/points.

Fast AA works great in non-AmbientOccluder renders, not so good in Occlusion tests (very granular)

Its kinda similar to how the N64 does AA in that it doesn't sample every sub-pixel (N64 only checks 8/16 in a staggered/dithered pattern)

Trev

Edit: ah, Steve fixed it

28
General Anim8or Forum / Re: Why do we love anim8or?
« on: April 15, 2017, 05:49:26 pm »
I love an8 because it was one of the first modelers I used.
I was at school when I wanted to model and tried finding free software. Choice wasn't huge, not to mention I was using win9x and some like blender have discontinued support.

As mentioned by everyone else, the learning curve was not big, and I soon started making basic images.

Now of course, it fits very well with N64 modeling and my techniques have vastly improved.

There are some technical features Id like (HDR + Tone Mapping, More CAD, Diffuse inter-reflection, vertex colour bake), and as others have mentioned, a multi-threaded renderer would be excellent.

Trev

29
General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 29, 2017, 05:26:24 pm »
Agreed about Key Combos, there are a set of standard windows combos that just help to be consistent.

Trev

30
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 29, 2017, 05:16:08 pm »
An8 seems best suited to cm units as far as camera work goes, but I know other games use m as units and some mm as units.

In the end it makes no difference so long as you know the target unit.

Annotations in CAD more would be awesome

Trev

Pages: 1 [2] 3 4 ... 12