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Messages - slex

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61
Thanks. I forgot to try search button first ???

62
I hope this is the right topic to post this question.
 Can anybody tell me how to link two bones together, so when I rotate one bone so does the other automatically? I need that for the eyes of the object.

63
kreator: Thank you very much, hiding the trackball works great- I didn't know that option.
   
Locking the bones only locks the selected bone towards the parent bone, I was wondering is there any way to lock some bone towards the workspace?
 

64
If the project is saved and reopened it also makes difference, gets a bit faster.

65
Is it possible to hide those 3 (red,blue and green) rings that appear while rotating bones, so it would be possible to use fast selection without accidentally making unwanted movements of some bones?
Can some bones be locked on their positions in space (x,y,z)?- so if we move the whole skeleton few millimeters those bones and its attached parts of the body remain in their locked position in the world while the rest of the body stretches=morphs.

thanks in advance.

66
I guess that the speed of the workspace and render depends on many different factors, and it is obvious that different computers give various effects. If I knock down the polygons on the hands, eyes and head then it wont look smooth and that's not acceptable. Slowed down wireframe mode is the thing that is very strange, it shouldn't be so slow, but I guess that here is the main issue weak integrated graphics card.

67
 thanks for the idea, interesting- I just changed subdivided head to mesh which gives 30Fps at preview in scene and no lag at all. Scene mode 'likes' meshes :)
 update- render time for camera view is almost twice faster when all the subdivisions are converted to meshes

68
trevor- on my computer(i3 CPU, integrated graphics) it plays in sequence at 30Fps, in scene 16Fps. I've tried to open it with few older versions of anim8or and the results are similar.
The only thing that speeds up the play preview a bit is to hit the wireframe mode button, if everything is hidden except bones then it goes at full speed. It's interesting that moving thru the scene with time slider allows much faster preview

69
steve: here is the missing file, I didn't use it for the texturing nor the file that you already found, file 'texture0' is missing but it's the same as 'untitled 2'.


70
that was a cunning way to find the picture   ???, I'll upload all the included pictures in few hours because I'm not at home near the working comp.

71
Steve, only those two pictures within the zipped file were used on the body. One of the missing pictures is about 600kb, and others are about 15kb.

72
Memory 'thing' didn't happen to 1219 dev. version and on 0980 version with the same project. Also, after removing two jpeg files used for eyes and body everything worked without memory increase. Here is the whole project, anyone can use/change the given model for every purpose, without those two .jpg files which are not mine- I downloaded them from internet, just point that 'Slex' made the base model if you want. cheers

73
Actually, here is a prtscr. memory goes way beyond 100MB, I did very big number of steps in a scene  :o

74
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?

75
Raxx- did you increase undo buffer to max 100MB, maybe it lacks of RAM memory? Could the undo buffer be increased to more than 100MB, lack of ram makes many graphical programs act weird.

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