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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 - csf

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16
Anim8or v0.98 Discussion Forum / Re: Anim8or and Mac????
« on: May 03, 2008, 03:36:27 pm »
I have a mac book pro and I use boot camp to access programs like anim8or that don't have mac versions. Boot camp makes a mac work just like any other windows computer. I even play games on  it. I would stay away from parallel if you want your programs to run at full speed and you want all your programs to work. parallels your basically cutting performance in 1/2 buy running two operating systems and not all programs work with it.

I think macs are much better then pc's all around. I would say 95% of the time I use boot camp is because the program I need to run there is no mac get around for. Once you get used to a mac you will not want to go back to PC.

17
General Anim8or Forum / Re: Animation Video Cropping Freeware/software
« on: April 19, 2008, 06:04:37 am »
http://jahshaka.org/ Best free video program I have fount. I used to use premier pro in school and its the closest free program I have fount.

18
ASL Scripts / Re: script: 5 vehicles
« on: April 19, 2008, 05:58:34 am »
You should post some pics so we know what they look like, most people wont DL something until they see it.

19
Anim8or v0.98 Discussion Forum / Re: Bug Report
« on: March 26, 2008, 04:14:17 pm »
I am running win xp on a mac boo pro using boot camp I have nvida 8600M GT I have the latest drivers Apple has put out for it. I run other programs that use open GL just fine.

9.5 I could not get to crash

9.6 I got to crash once

9.7 Stile does it the most

While last night the crashes were more repetitive to day there a bit more random but stile have to do with opening and closing files.

Hope this info helps.

20
Anim8or v0.98 Discussion Forum / Re: Bug Report
« on: March 26, 2008, 05:13:57 am »
Opening a file closing it and going to open another file almost always causes it to crash (I would say about 95% of the time) usually while browsing to open the file.

21
Nice job it looks great!

22
Anim8or v0.98 Discussion Forum / Re: Modefers and primitives.
« on: March 19, 2008, 05:51:36 am »
Hey Steve thanks for replying, I am glad to know whats going on, keep up the great work!

23
Anim8or v0.98 Discussion Forum / Re: Modefers and primitives.
« on: March 06, 2008, 05:40:25 am »
Hey Steve I don't want to sound pushy but I am curious to see what you think of this idea, if you don't mind sharing.

24
Anim8or v0.98 Discussion Forum / Re: Modefers and primitives.
« on: February 15, 2008, 08:19:32 pm »
I belief he means in point 3 something like a FDD-box like they have in 3d max. I suggested something like that a long time ago for v0.96. This is a box which your place over your mesh and by moving the points of the modifier, you move points of your mesh. (http://www.render.ru/books/show_book.php?book_id=47)

I have never seen that before in any program i have used, but is does look really cool. (I have no idea what language is in to read about it through)

Maybe I can explain better
I think you adressed your post to Steve, but I'll try to answer your requests:

Quote from: csf
1 A way to automatically apply a modifier to a mesh (the current way is not the most priciest)
I don't think this will  ever be possible. Imagine the situation: you bind a modifier, set it's value and... the modifier automatically applies and doesn't allow you to change the value...

No not that you can change the value but you know how you have to drag out the modifier and line it up with your mesh. Well some times that is not the most prices, well have an option were the modifier is automatically fitted for you mesh for you.

Quote from: csf
2. Being able to apply more then one modifier to a mesh.
Do you mean applying more modifiers in the same time? Now you can apply as many modifiers as you want but not at the same moment (why do you need applying more modifies at the same moment?)

It's definitely not the most needed but is cool lets say you want to twist a mesh and then bend it 180 degrees and then yo want to add more twist to it. You would have to undo the bend then add more twist then re bend. Instead you can work with both values at the same time.

Quote from: csf
3. (witch I would even put before 2 is being able to manipulate a primitive with modifier. I know a program that allowed that and I know it helped make the modifiers a lot more powerfully and user friendly.
I don't entirely understand... You can select the primitive, click "Build>Convert to mesh" and then you can manupulate it with modifiers...

the problem is that once you convert from a primitive to a mesh you can't convert back again to a mesh so lets say you make a bend and then you realize you want it smother, well instead of having to re do it all you can just add more segments to it.

I hope this helped...

I put responses in bold

I hope i was able to clear these ideas up.

25
Anim8or v0.98 Discussion Forum / Modefers and primitives.
« on: February 15, 2008, 06:45:28 am »
I am not sure if this would be something that could be done with anim8ors but I will through it out there.

1 A way to automatically apply a modifier to a mesh (the current way is not the most priciest)

2. Being able to apply more then one modifier to a mesh.

3. (witch I would even put before 2 is being able to manipulate a primitive with modifier. I know a program that allowed that and I know it helped make the modifiers a lot more powerfully and user friendly.

While you have done a very good job of making anim8or user friendly to the advanced 3D user, the modifiers are one place were some improvements can definitely be made  ;)

26
Png would be a great feature.

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