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Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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Messages - slex

Pages: 1 ... 4 5 [6] 7
76
 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

77
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

78
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'.


79
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.

80
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.

81
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

82
Actually, here is a prtscr. memory goes way beyond 100MB, I did very big number of steps in a scene  :o

83
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?

84
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.

85
 :o preserved undo-redo history after rendering is great. Thanks.
 Mr.Steve, I would suggest that you post the link for development versions of Anim8or on the main page of the site next to the v0.98. It is much improved and looks cool and some new users may find it easier to work with it.


86
AlecJames- try to render the whole animation in PNG pictures, then you could use some video editor to join those pictures into video file.

87
Slex:No it still does not work correctly.However the topo tool will get aroud my problem as that does work, making the knife toolkind of redundant
try to erase older versions of anim8or unzipped files and try again :-\.

88
'kreator', I had that problem and I've changed 'configure UI' - now everything is checked except preview and works OK.

89
slex: I should be able to preserve the undo list through renders.  However it's much harder to do it when you change between the different editors because changes that you make in the Figure editor, for example, can invalidate the undo data for a Scene.
I was thinking- could it be possible to preserve 'undo-redo' data within the saved .an8 file? That would also do the same purpose- by saving .an8 file of the current editor and starting that project again and giving it different name. Also if user activates the autosave then most of the steps would be kept if project crashes for any reason.
  regards

90
hello :)
I just wanted to ask if there is possibility to 'undo and redo' history without limitations? Whenever I do some test rendering to preview image and close the rendered picture all the history vanishes and undo or redo is impossible :'(.
   It would be great if there could be some kind of 'undo-redo' pallete on every workspace - it doesn't need to have text-description  asigned to every step, I'd sugest only numbers (i.e numbers from range 1-20 under 'undo' for twenty 'undo' steps and the same for 'redo').

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