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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

Pages: 1 2 3 [4] 5 6 ... 12
46
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.

Trev

47
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

Trev

48
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.

Trev

49
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.
http://www.bytehazard.com/articles/vertnorm.html

Trev

Results of weighted normals:

50
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))?

Trev

51
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
Open
Save
Import
Export
Image Load - In Win9x this doesnt show the "Places Bar"
Render Save

Trev

52
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

Trev

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 :)

53
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.

Trev

54
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)

Trev

55
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)
<5>
| |_____
|/______5
7.07

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".


Trev

56
I still have the problem...

I drew another path, extruded (cap start) split into 2 vertically, select bottom and extrude legnth 5.
I left a copy of the same model before extruding inward the skirting for you to do.

Trev

which version of an8 are you using?
Im using 1222 since the latest one crashes too often or tools stop working. not sure why tools stop working though... I left a bug report above, actually, its not very explanitory, lt me expand on the problem.
After using an8 for a few minuts, if I change to say the move tool, then points will no longer move. I can use the keyboard but not the mouse.
The only fix is to close and restart an8.
Fast select has no effect.

57
2 bugs to report.
Latest version will sometimes stop selections of things and instead move them. fast select off.

other bug is in both shell object and extrude faces (connected).
As seen in the attached picture, I expected the top model, where shell or extrude would indent the model by x units all round, however, I was given the result below where the bottom edges were slanted outward and on angled faces the shell/extrusion went on the skew. eg.
_____
|
|

this right angle would be fine, producing
======
||
||
||
equidistant shell all round.

____
       \_____
this however produced a downward pointing line across the top (thin left, fat right) and an equidistant line  across the bottom

Trev

realised I hadnt attached an an8 file, so ive made a new one and attached. same thing happened during this iteration.

58
hmm, I seem to have developed a problem with the material editor.

Whenever I make a change to textures Anim8or crashes with a stack fault
ANIM8OR caused a stack fault in module <unknown> at 0000:bf9c98cc.
Registers:
EAX=00000000 CS=0177 EIP=bf9c98cc EFLGS=00010206
EBX=008c2196 SS=017f ESP=008c2000 EBP=008c20ac
ECX=0000001b DS=017f ESI=00000000 FS=4847
EDX=000081d6 ES=017f EDI=00000000 GS=ac37
Bytes at CS:EIP:
56 49 75 fc 8b 05 c4 2e 9d bf e8 68 62 00 00 8b
Stack dump:
00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000

Didnt happen in or prior to 1222 (I still have that version and have just checked it and its fine).

Also odd is that dialogs are not appearing in 1227, the main anim8or window looses focus and pressing anything will not work, unless pressing Alt-F4 to close the hidden window, then an8 main window regains focus.
Again, fine in 1222.

Trev

59
Slugs, I can confirm that the undo problem with verticis and no faces also happenes in 1227 (I was just about to update but thought Id check first)

Its as though only faces store the last setup when using the knife.

Cutting a face and then cutting lines with no faces causes all actions since last face cut to be undone.
If a face is never cut then undo just doesnt work at all, or goes back to the last action before the knife tool was selected.

Trev

60
You can try installing the DX9 runtime.

With DX12 they didnt include things like D3d9_30.dll which are used by a lot of software.

Win10 should detect things like this and auto-update but since An8 is OGL, maybe any background use of dx9 by drivers is not being identified by win10.

Trev

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