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Messages - Trevor

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This issue can be solved by setting the transparency to 0 and then setting the transmap to 50 (or whatever percentage you want)
You will only see the bounding box in the OGL workspace but it will render correctly.
If you need to export the model then apply the same percentage to the transparency value (e.g. 0.5) and export for compatability with other modelers/games


"How to Report Bugs Effectively"

I assume that was directed at me.

I do have my OS next to my name and have already posted a screen of the OGL stuff recently before so I didnt think it nessesary to post it all again.

However, it it a good point as something could have easilly changed and more than likely Steve may have forgot, so here it is.

OS WIN98se + KernelEx4.5.2 (Versions above 0.95 dont run without KEX)
OGL 1.5.4454 ATI RADEON x800/SSE2 + a huge list of extensions e.g. GL_ARB_shadow

With a dual boot to Win7 an8 fails to run with any version in any compatability mode, but this I think is a seperate issue.

I have no problems with 1103 at all, so something has definatly changed other than the requested CAD stuff.


hmm... 1115 doesnt load either. it exists in task manager and the autosave complains if a session is open, but not wndow or taskbar button shows.


Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 10:38:20 am »
If anyone wants my opinion on views in an8 I think they are fine as is. I like the little green circle, it took me a long time to find it usefull but now I can't live without it.

Prahaps Z movement could be made a little more sensative instead of having to go top to bottom of the screen a gazillion times to move in or out a small amount in high or even normal magnification.

Everyone is talking about the focal point, its the little green axis.
I suppose you could have like in scene mode where the camera can follow a tagged object, so instead of having to move, turn, move, turn you could snap to object and then just move.
hmm... that actually sounds good.


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: October 07, 2014, 10:30:46 am »
oh wow... I wish I could test this, it looks awsome.

Yeah, 3D co-ords that are Backfaces and in a complex model can overload the screen.

I really think my idea was purly a drawing aid rather than an everything aid. That said, did I not read that it only showed on selected lines which is awsome.

[edit] I think I just read those lines are showing as debugA, I guess i really need to test myself before passing comment[/edit]

Am I right in saying the boundry measurements override the line legnths? If so then I probably wont be using the boundry tool.
While levels in GoldenEye are limited to 65,534cm (+/-32,767 (15Bit)) I just use a large cube and make sure my mesh does not excede it.

I do like the vert co-ords, they look good and could also show me out of bounds

hmm.... a little... well... big problem here.

An8 1112 and 1113 wont open. I have to use task manager to close it.
If I click it again before closing it still registeres the autosave is in use by another an8 session.

An8 1103 works fine and still opens


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: October 06, 2014, 11:00:18 pm »
Oh WOW, Downloading new an8 now.


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: October 01, 2014, 12:38:10 pm »
hmm... if text if raster then for do you do the modeling commands to it like fill and extrude, or even lathe if you want :P.

This is why I assumed it was a curved path, because it uses the same tools.


As for Seperate CAD button, it is already. the rullers dont show up unless you enable CAD mode.

Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: September 29, 2014, 05:25:23 pm »
If you look at my image above, the left window uses the 'Line' Tool (Pressed) the button next to it (little squiggle) is 'Smooth Line'

Actually... I just found the tooltip button again and they are called
Straight Path and Curved Path.


Ongoing Anim8or Development / Re: Layers
« on: September 29, 2014, 05:19:39 pm »
I completly agree with steve on Seperate Enables objects as described and exampled.
This makes perfect sence and is what I think we are all asking for.

layer1 invisible in object1 then any refrence to object1 will also hide object1.layer1
object2 would be entirly visible.
if you assigned an object to a layer then as the tree goes only 1 way, there would be no effect in object mode.

Unlike Global, where any refrance to Layer1 would be hidden... this is bad.


Ongoing Anim8or Development / Re: Layers
« on: September 27, 2014, 09:55:38 pm »
Ah, that's a good idea, have a button to override group members to new single layer. Default is to have members retain original layers.
I'll actually need to play with this as I could be talking crap hehehe


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: September 25, 2014, 11:15:17 pm »
Yes, so when Steve applies rotation and drop shadows to text it will look sooo much better.

I was trying to think of an architecturial subject item that would be more complex but forgot that text is considered a 'line' and so that would be thousands of little straight lines.

If im not mistaken though, text uses 'Smooth Line' which I deliberatly left out of the CAD Measuring system for this reason.

As soon as this is implemented though I can start modeling rooms and buildings with confidence by Y-Extrusion.


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: September 24, 2014, 05:35:11 pm »
The Boolean Scripts developed on this forum are pretty good.
Theres a few limitations I wish they didnt have, like, not being able to cut a hole in a floor because a level mesh is considered an open body...

On basic elements like 2 cylinders converted imediatly to mesh and then Operated on it works great.

On complex mesh's they start to falter and complain of convex faces etc.

I commented in the development thread but it seems to have been burried so Ill re-comment here.
I Like the ideas produced on the previous page except for the cluttered comment.
The ideas of surface/tri area and object volume are excelent.

I still suggest having every line draw its legnth and angle to previose point when using the line tool (Object Mode) or on selection of a 'line' in Vertex Edit Mode.

I dont think that this could be considered 'cluttered'

I just quickly painted a mock-up (lacking rotated text and drop shadows etc) of both examples.


Ongoing Anim8or Development / Re: Layers
« on: September 24, 2014, 04:19:24 pm »
Aggreed, This also goes back to Raxx's initial suggestion of Current Layer Selection where new items go into the current layer.


About AA...


It requires a restart before it takes effect, please make sure you have done this.
I almost missed it but I was working in wireframe and just managed to notice the AA smoothing. Pretty cool.

As for element settings, thanks.


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