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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 - Gyperboloid

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Anim8or v0.98 Discussion Forum / Re: Questions
« on: September 24, 2010, 03:23:37 am »
Forgive me if I don't go diving through the posts trying to find it, but I believe that after .97d came out this was reported and Steve put a fix into the as-yet-unreleased code.  I may be mistaken though, as it was a while ago.

 I don't know, maybe. But don't get me wrong. I am not complaining :D, I just want to know if this or that is a bug or some system problem, so maybe I can fix it ( drivers e.t.c. ). I am just afraid to ask something from Steve ;D

Anim8or v0.98 Discussion Forum / Re: Questions
« on: September 23, 2010, 03:33:00 pm »
The multi viewport (workspaces) issue is just an An8 issue. I've had the same problem so I just hit Ctrl+R and rotate each view to my liking manually.
I usually stick with the standard screen coordinates but it seems like the world and object modes do the exact same with movement and rotation in all modes.
In the Viewport, it only rotates while you're in the perspective view, not any other views
Oh, yes, I figured it out about the rotate button in the view editor. And aboyt the Arc Rotate Tool, I do the same. Since the object coordinates and the world coordinates do the same thing for you, so it's not my computer problem. The screen coordinates and the world coordinates are pretty much enough, I just wanted to know :)

You can use your numpad to change view. Every number is a different camera angle. ie 5 is front view, 4and6 are left and right view, 8 is top view etc
At the shortcutlist you can find all the shortcuts for the different views.
Yeap, I know the shortcuts, thank you ( I think there is no function for which I don't use shortcut ;D ). And yes, I use the numpad for views, but maybe I didn't explane it well. The 0.95 version have only 1 and 4( all ) view mode. But since 0.97 Steve have added also the 2views, 3 views and the 1+3 views mode. So, in the 1 view, 4 (all ) views and in the 1+3 views there is no problem, but in the 2 and 3 there is. When I am trying to change one of the workspaces to a different view, no matter if I will do that by mouse ( left upper corner of the view ) or by numpad, the whole window turns into 1 view and it will be the workspace to which I wanted to change.??? I think it's just a bug.???

Anim8or v0.98 Discussion Forum / Questions
« on: September 22, 2010, 07:59:18 am »
About the v.0.97d. When I have 2 or 3 view ( work spaces ) I can't change one of them to different view because it turns into one view to which I wanted to change. For example, if I have 2 work spaces, front and left and I want to change the left to ortho, when I'll click in the left view to change to ortho it will turn into one view ortho. The same if I have 3 work spaces. There is no problem with 4 and 1+3 view modes and since this function was added in this version I don't know if it's a bug or just a problem with my system ( I run Vista ). So I just have to switch to 4 view, select the 2 work spaces I want and then to switch to 2 view mode.
And another one. About object coordinates ( the mode ). There are three types : world coordinates, object coordinates and the screen coordinates. There is no problem with the first and the third, but with the object coordinates it seems to be. If I'll rotate the object axis in the Object\Axis mode and will try to move the object with the object coordinates enabled for example along the y axis with the x axis disabled, the object will move just the way it does when the world coordinates are enabled.
One more. About the world coordinates. Generally, the left mouse button controls the x\y axis in the Object mode and the right button, the z axis. But with world coordinates enabled the right button controls the y axis and the left the z axis ( up-down movement ). Again, is that a bug or it'is my computer's problem?
And the last one. ;D Not a big deal, but just want to figure it out. In the View editor the rotate button doesn't do anything, does it?

Anim8or Challenges / Re: [ VOTING ]Challenge #21: Dinner is served
« on: September 21, 2010, 12:20:26 pm »
Bravo everyone! I hope more people will enter the next challenge. Go on... :)

General Anim8or Forum / Re: Exporting Half-Life models for gmod?
« on: September 21, 2010, 09:41:01 am »
Uh, I just tried again and I could render a simple scene! Must be the problem was in materials. But the sample still doesn't work! There's some error with the "sand" material...

General Anim8or Forum / Re: Exporting Half-Life models for gmod?
« on: September 20, 2010, 02:38:56 pm »
Maybe Ani2Pov could help you:
Hmm... I tried a lot, but never worked for me. Don't know what I am doing wrong. I tried to convert some Anim8or scenes into Pov-Ray format but couldn't do it. Every time in the scene sditor in The Pov-Ray some string came out with errors. I couldn't even to run the sample scene which comes with the Ani2Pov as example, it gives some errors inside the Pov-Ray ???

Hmm... but you have to open it in text editor, then apply the changes, then save it. Is'n that the same and even esier to open it as it is in Anim8or and just change it every time you want to render it, so you will have your kinda original file and you'll be able to change the resolution on any type. Same thing I think :P

Anim8or Challenges / Re: Challenge #21: Dinner is served
« on: September 18, 2010, 01:22:06 am »
Finally  ;D :D ;D :D Task manager says : " Working time = 35 hours 30 minutes "  :o :P ;D Now I must send my computer to vacations :D I ( computer  ;D) was rendering two pics at the same time, just the lighting and the enviroment were different so I'll choose the "sunset-y" one as my entry, as 3Dgeek11 asked ;D although the other looks more realistic to me. Generally it is not as exactly as I imagined it in my mind, but for first time I think it's ok. Although some material settings came kinda strange ( my mistake ), espesially the spoon and the glass. I used transparent attribute for the glass instead the dielectric, because it's less " heavy " and for the spoon I forgot to increase the specular value. Comparing the glass with the jar ( which has the dielectric attribute ) you can see it. Nevermind, next time ;D. Every body congratulations

General Anim8or Forum / Re: need help skinning
« on: September 18, 2010, 12:44:28 am »
Wow :D it seems that the front leg is skinned to the back leg's bone. So when you move the back bone, front leg is moving too. Try when you skin, to not to cover legs ( one is behind the other )

General Anim8or Forum / Re: need help skinning
« on: September 17, 2010, 10:46:12 pm »
Yeap. I am not a pro and I still have not done any animation but by some tests I figured some things out. Maybe after a lot of practicing you will be able to rig your model at once and it will be perfect in sequence mode, but in most cases you have to switch all the time between figure and sequence mode to see where you have not skinned your model properly ;)

Anim8or v0.98 Discussion Forum / Re: Another feature request
« on: September 17, 2010, 10:32:19 pm »
About this cut-away view tool, it helps to use wireframe view and disabling front selecting. About the not mirror paint, I'll agree, bout about the more colors I don't know. Maybe if it is not difficult. But just we must not forget that A L L  T H E S E was done ( and still continue to be done ) by one person. And even the most simple and minor addition requires a lot of new code and in most cases even modifications to the already existing. I think the M_O_S_T important is to speed up ART renderer. Untill now everybody was modelling with some tricks and stuff, but the only thing that you can't "trick" is the render time :'(. So I think first of all the most important request must be the speed of the renderer ( ART particularly ), even if no other addition whould be added. So, if Steve could do that, then if it's not too difficult, he can add some other stuff ( mirror bone command in figure mode whould be very usefull ). ;)

Yep, he means new file . But it's not a bug and it's ok.

General Anim8or Forum / Re: need help skinning
« on: September 17, 2010, 10:09:18 pm »
Practice  8)

General Anim8or Forum / Re: need help skinning
« on: September 17, 2010, 08:35:23 pm »
Nope! You have to rotate it. I think maybe it's difficult because of the code to do such. Figuered out about skinning?

General Anim8or Forum / Re: General
« on: September 17, 2010, 02:54:44 pm »
Some general questions again. In the scene mode, when rendering a scene, does the renderer "see and check" the whole scene or only what's in the border ( camera ). So, for example, if we have a huge terrain ( very high-poly ), but we are rendering only a small corner of it, the renderer will calculate the rays from all faces or only of those are in the frame?

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