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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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Topics - slex

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Anim8or v1.0 Discussion Forum / Antialiasing in opengl render?
« on: August 10, 2017, 02:30:28 am »
Can the AA be implemented in output picture made with opengl render because AA in workspace works pretty good.

2
I don't understand why Anim8or works great only when compatibility mode for XP SP3 is enabled? Version 1.0 also needs to be run in compatibility mode and as administrator in order to work perfect and without unpleasant surprises, scene never crashes, even scene loop works without any problems -pause, stop, play- no issues, everything is fine.

When I use freshly unzipped version and forget to check the compatibility box in its properties it doesn't work very well.
What was included in XP SP3 that Win7 or Win10 doesn't have enabled by default?

Could moderators update the Guidelines about that issue?
It doesn't make too much of a problem to me- only when there is a new version available as I mentioned, but new users will come across similar problem and become demotivated to use Anim8or.

regards

 

3
General Anim8or Forum / Partial 'out of focus' blur ?
« on: March 25, 2017, 11:24:41 am »
Can anybody tell how to achieve motion blur or 'partial out of focus blur' in Anim8or?

Is that even possible or it need to be made with some external app?

update'' I've seen the motion blur technique  in the ''Spinning airplane prop'' thread, thanks ENSONIQ5 :), so the question is only about 'out of focus' blur- how to do it?

4
General Anim8or Forum / points of reference image won't turn into a mesh
« on: October 07, 2016, 03:17:14 am »
 :-\ I've found weird thing or a bug, when I want to make a mesh from a reference image if there are too many points they won't unite into a mesh (I didn't rotate the image). After many tries I give up. When I try to make a mesh from low number of points it turns OK, it's making me insane, any suggestion please? :-[

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Finished Works and Works in Progress / my works
« on: October 05, 2016, 12:37:59 am »
a little run in linux, works good except some hot buttons

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General Anim8or Forum / Morph the textures
« on: September 10, 2016, 02:16:18 pm »
Hi people,

can anybody please tell me how to morph the textures (picture used on object), or is that function possible? I've tried to do that but without any luck.

7
 I've found a nice site with easy online unicode converter http://unicodelookup.com/
 Whoever needs some letters other than english to use in 3d project just convert those letters to its octal base and edit the .an8 file with the notepad following the steps that Steve explained:

Quote
Anim8or supports all UNICODE characters, including cyrillic, but with a big caveat. You have to hand edit the .an8 file to use them.  TEXT objects are stored internally as 16 bit UNICODE values and are represented in .an8 files by a L"xxxx" string format.  You can enter any UNICODE value as a backslash "\" followed by an octal value of up to 6 digits. The cyrillic UNICODE block goes from octal 02000 to 02377 (hex 0x400 to 0x4ff).  For example the character Б (Be) which is octal 02021 or hex 0x411 is L"\002021".  The leading zeros are optional as long as its not followed by a digit.

To do this you need to:


1. Add a TEXT object to your project.
2. Save it as a .an8 file.
3. Load it is notepad (or any other simple text editor).
4. Find the TEXT object and add your own UNICODE values in the L"....." string.
5. Save it and reload it into Anim8or.

8
  After modeling the mesh I want to apply the bones to it in figure mode. So I add one bone to the root, assign the mesh to that bone and build the skeleton following the mesh.
   Well, everything goes OK until I start to paint weights so the bones influence different parts of body, colour of the bone to which I imported the mesh repeats and makes it impossible to paint those parts of the mesh.
 Is there any way to change the colour of the bone/s?

9
unfortunately, I had few crashes in scene editor when there are many steps with loaded object consisted of a mix of subdivision+mesh+textures and it's figure and sequence with multiple instances included in a scene, my laptop has 4gigs of ram so I guess it isn't computer. I've noticed in task manager that program becomes slow when there are too many undo steps, it starts with 25MB, after loading the project it goes to 50MB and with each new movement it adds few megabytes of ram in the task manager.
Maybe increasing undo buffer to 500MB or even more could solve the problem or limiting the undo-redo to maximum of let's say 15 steps so it 'forgets' older steps?

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