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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 - Trevor

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Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 25, 2017, 04:11:46 pm »
These are all nice features but I'm not sure they are CAD functions, at least not as described in An8.
The CAD functions tend to revolve around snaps and measures.
Modeling functions would encompass selection of faces and Booleans (Booleans also have a script, but I agree that it would be awesome if it were built in.)

That all said, CAD literally does mean "Computer Aided Design" so anything that Aids is a CAD function.
But, there are many Aids that are enabled without entering "CAD Mode" in An8 (Icon = Ruler standing on end)


General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 23, 2017, 07:45:20 pm »
It asked me too, never did with previous builds.

Windows Defender uploaded the file to MS but clicking Run Anyway works and it doesn't bother again.

Hopefully this will be fixed on MS end.


General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 22, 2017, 09:04:26 pm »
I nearly missed this because it wasn't in the development category.

Any new things from 1269?


Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 22, 2017, 06:29:35 pm »
You still don't have Angle to last point, that would be nice.

Would be nice if at least selected edges had lengths and angles between connected selected edges.

I know there was talk of there being too much clutter, but selected edges should be ok.


I also just realised that in my example you would want twice the threads as cores since on a 1:1 relationship, any slow grid will still be processing on its own after all the rest have finished.

If you have more threads available, then any core that finishes first will get to start the next thread thereby reducing the number of idle cores.

The latency in thread switching I was talking about is less significant than idle cores.

Again though, none of this affects single cored Celeron processors, except that perceptually the image will build faster since it will be filled rather than black with a thin red line moving up.


Aww that's a bummer...

Id have thought the renderer would have been multi-threaded. it would still work on a single core 98 box since the OS takes care of threads and which core to run them on.

My idea of multi-threading the renderer would be to divide the render-view into a grid and each grid-square render on a separate thread.
For each grid as soon as 1 pixel gets a colour, fill the square with that colour, repeat for each corner of the square then divide up the square into 4 rendered pixels etc., etc. until the frame is fully rendered (or stopped).
You could set a menu option for the number of grids. (thereby limiting the number of threads to a user amount for large images)
It would be up to the user to choose either (in my case) 16 threads, each logical processor would run at 100%, or use more for a finer grid but incur OS latency in thread switching.


Got a suggestion or is it a bug? - Reading on Multi-threading this should already be happening.

Multi-core processing.

When using An8 on my new CPU I notice that only 1 core is ever used.

Ive checked the Multithreaded menu option but no difference


Is this surface subdivision temporay or permament?
As you know, I make low-poly models and by low poly, I truely mean low-poly and not 1,000's of faces. It would be nice to render as it will look ingame and still export the normal mesh

Its probably areas like this where low-poly and high-poly moddeling clash, one needs a hack, the other is technically correct.


Any chance of adding weighted normals to an8?

I never new this before but found a page describing how to vertex normalise cylinders, but on the page showed a beveled cube.
I have attached the image with a comparison of the same model as rendered in an8.


Results of weighted normals:

Ongoing Anim8or Development / Re: IK tool
« on: September 15, 2016, 08:39:36 am »
Maybe I misunderstood but, when you say;
" I'll be adding different solvers once the overall interface is more or less final"
Do you mean there will be a list of preset properties to choose from (Custom, Ball-Joint (Shoulder), hinge (Knee))?


Just attached an image showing that from my experience all the dialogs are the same.

Maybe Im missing something but it seems dialogs are already using editable adresses
Image Load - In Win9x this doesnt show the "Places Bar"
Render Save


Danial, as mentioned by Steve, what you are asking for is a "Scene Mode" option, not a sequence mode option.
Sequence is locked to origin, movement within a world makes no sence, if you want to walk round a world you need to be in scene mode.
This was something I found with trying to import GoldenEye animations to an8.
We first used the sequence mode but after sub had said that animations also "moved" we needed to move them into Scene Mode.

Cool, Ill download and test.

oh, just read
"Extrude Connected Faces: Faces are now extruded parallel to the original faces in most cases. This is physically impossible without the introduction of additional faces to cap points with complex geometry."
What do you mean exactly?
I might find out once I start testing


Ive given 1240 a quick whirl and its perfect.
Im still not sure what you meant with the above comment as I see no extra faces being created that are any different to before

Ive extruded skirting on rooms : Perfect.
Ive extrided a sphere like when people talk about the core of the earth : Close enough, easy fix
I extruded a cog : Perfect

I then took the cog and kept extruding bit, merging points etc all perfect

Just need to copy that code into shell mode now :)

Ongoing Anim8or Development / Re: IK tool
« on: July 25, 2016, 03:12:20 pm »
works fine for me and I had a chain of  9 (3 joints, 2 connectors and 4 "converters")

when you create it you can assign the bones in the dialog or
Click the "root" (doesnt need to be the bone named root, but could be for example the shoulder) and then right click the end (eg hand)
This should result in 2 selected bones.
Build > Create IK Chain > OK

Now when you see the crosshair and click on it you will see all the bones in the chain highlight and when you drag the crosshair it will move the final bone as close as possible to the position by rotating the previous bones.

If your bones are locked then nothing will happen.

For testing purposes make your bones free.

Also, I should mention, although the screenshot I posted should be proof enough, that bone skinning actually does work with IK.
The "Problem" is that it doesnt update untill you bring up a dialog and close it.


Ongoing Anim8or Development / Re: IK tool
« on: July 24, 2016, 04:07:03 pm »
I have to say this is awsome :)

Being able to drag a joint to a place in space and have an8 work out the angles for you is awsome.

It even works with the GoldenEye Export hacks (where x becomes Z, y becomes X and z becomes Y through the addition of locked rotated joints)


I selected the top half of the model and extruded negative 5 and yes, the edges extrude straight out, however I am left with faces where the ceiling would be. In fact, I just realised, I only removed the ceiling so I could see what was happening, so normally selecting the ceiling would have the exact same effect as the floor.
Also, with regard to the skirting, rooms are normally measured to walls so its easier to extrude 10mm into the room at the floor (yes the floor will move up 10mm, but thats easy to drag back down to 0.)

The exact same thing happens with shell too by the way (another reason I left the ceiling off was for testing shell).
Shell should move the bottom up in this case 5 and the walls in 5 (leaving a gap of hyponinuse = 7.071... at the corner)
| |_____

I suppose another way of thinking about the extrude tool could be "Extrude and retain angles"
There may be a use for "extrude average angle - constant distance" but I cant see it just now.
Oh, just thought, is it because of spheres that distance is across hypotinuse?
Maybe in that case you could use the smooth angle?

I think even in spheres the distance should be parralel from faces and not distance from verticies.
Just drew 2 decahedrons and made one 4 smaller radius and the parralell distance between the faces is 4 as expected with the distance at the verticies 4.119 which is right because that would be the "hypotinuse".


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