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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 - slex

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46
 I've noticed that some reported 'bugs' in the development versions of Anim8or disappear after saving and reopening the projects.

Sluggs, when I open your an8 file meshes are invisible ???, try to download and open it again to see yourself. Maybe you should run the full antivirus check of computer?

47
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: April 02, 2016, 05:28:39 pm »
jonhar, +1 from me  :)

48
 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.

49
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 31, 2016, 05:38:36 am »
It would be great if 'bone influences' in figure mode could be shown/hidden according to selection of the mouse clicks on the bone. It is very crowded now when all the orange and yellow orbs are shown at the same time, and it's hard to adjust the skinning because of that.

Adding some hot button to slow down the mouse movements while it's pressed?


50
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 24, 2016, 03:58:58 am »
Hit 'o' for object space/coordinates.

 :) didn't notice that before, thanks 4 great advice :-X.


51
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 24, 2016, 02:22:22 am »
Those three colored rings around selected bones(trackball) rotate bones only toward user.
 
 -With only mouse buttons while without trackball I always know where the bone will go regardless of the view point and move it back after a while- because it rotates them toward workspace
 -Trackball rotations of the bones are unpredictable and require a lot of 'Arc rotate' to fit object to the sight, if I move some bone and rotate the sight few times there is no way to get back the bone on the previous place without using 'undo'.
 
-Simultaneous use of standalone LMB/MMB/RMB and trackball is impossible , so I always use 'select all' and 'toggle trackball visibility' to hide all the rings(thanks kreator), they are making trouble- it would be much better if let's say on the right side of the screen would pop-up the trackball for the selected bone(away from the object).

52
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 23, 2016, 11:06:22 pm »
'Loop selection of edges/faces with shift or similar' would be great.+1

'Screen-space rotate bones' can already be done with trackball, applying that also to the mouse buttons would badly reduce the mobility of the bones.-1 updated after advice from raxx +1 , now I had to update again- when bones of the hand are rotated it is much easier to use LMB/MMB/RMB than selecting each bone and moving it with the orb, it is better to leave it the way it works now.

'Axis-Restricted Bone Creation' sounds good.+1

I would add a request for 'possibility of linking the bone/s rotation and position with the target in scene'

53
General Anim8or Forum / Re: In Over My Head
« on: March 22, 2016, 01:36:31 am »
your .an8 file is bad, import .obj again. apply texture in point editor on selected faces. edit pictures in some external photo program to match the colour and shape you want. good luck.

54
nemyax
 Try with updating directX version, it won't do any harm. https://www.microsoft.com/en-us/download/details.aspx?id=17431


55
Ongoing Anim8or Development / Re: Topo Tool
« on: March 21, 2016, 01:24:10 am »
Sluggs-  see if Comodo antivirus is sandboxing Anim8or and if you have enough ram memory. On my comp it didn't make problems.

56
Thank you Claude, that's helpful indeed, at least I won't be trying to find the way to change to change those colors anymore :)

57
  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?

58
Very good, interesting animation

59
Can anybody please tell me how to put back 'Parameters' pop-up window to the left upper part of the workspace like it was in version 1222 and older?
 Now I often have to move it aside and up because it covers the object or it's too long and partially below the screen

60
Thanks mr.Steve for the figure, it's very interesting to explore the script. It was quite a shock when I saw those bones linked to a target because that was the next question that I thought to ask relating to 'eye rotating' issue. I don't want to be rude but scene mode in Anim8or would be greatly improved if that script could be implemented and used on gui in some next development built, so the bone/s could be controlled with the target directly- the same way as the object,camera or light can.
 Meanwhile, I'll try to replicate and modify the script :), it's interesting that the target cannot be manually rotated and changing its position or size doesn't affect the object, it only 'responds' to manual key change ???

 regards

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