Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gyperboloid

Pages: 1 2 3 [4] 5 6 ... 17
46
General Anim8or Forum / Re: Move the Rotation Axis?
« on: August 10, 2017, 01:25:33 am »
Yeap, there are some little issues with the object pivot. This sometimes also happens when scalling I think. Something I noticed is the screen shot Cori posted. It looks like a shot from inside an expensive commercial 3D program. And that's because of the new ( well, now kind of a new )color scheme. Steve, will be the old one available for ever, since eyes actuly realy get tyred on long modeling sessions?

47
General Anim8or Forum / Re: Where is everybody?
« on: August 10, 2017, 01:03:02 am »
Is that a "Yes" or is that a " Yeah sure "  :D Btw, Anim8or mentioned as well among others. Psss, that's realy cool.

48
 :) Steve, she is talking about the "l" short- cut in Point Editor Object Mode. The "l" short- cut in Point Editor originaly stands for the "edge loop cut" through the Edit menu and while having an edge loop selected. But, in Point Editor always, if you hit the "l" short-cut ( actualy never tryed it from the edit menu, but should work the same, don't think it's bent only to the short-cut.  :o ) while nothing ( edge loops ) being selected , if your object consistes of several meshes (joined) they become unjoined. It actualy work as an unjoin solids command, which is the opposite of the join solids in Object Editor in Build menu.Actually, since the unjoin solids command doesn't exist in Buid menu but it exists in general and actualy realy works, maybe you could add it to the Build menu some how? I remember that "hidden trick" was well known like for a long time ago and if I'm not mistaken the pioneers of the forum ( some of many ) told about it. Kubazz mentioned it in a post here, I remember years ago reading about it. I remember him saying " it is not written about it anywhere, neither manual, nor forum". I guess Steve told them the secret :)

49
General Anim8or Forum / Re: Where is everybody?
« on: August 07, 2017, 05:21:35 pm »
Still working on Mission Backup Earth (http://missionbackupearth.com/).  Latest renders (modeled in Anim8or, rendered in Carrara):
Ensoniq5 , is that you ? :)

50
General Anim8or Forum / Re: Turn off Shadows in ART render?
« on: August 02, 2017, 07:04:41 pm »
Guys, I still trying to understand what you were talking about shadows not be able to turn them off in ART renderer. You mean turning off particular objects to not cast shadows while others do and being enabled the lights to cast shadows ?

51
Woh, thanks.
About the paste operation , as I wrote, I thought it could be intentional and for exact reason you described.  :)
That object coordinates was always handy but never available, so it will be superb if it can be usable.
As for Y-Z axes in world coordinates notice that the main bug is the Y-Z reverse, which happens even if all axes are active. Though having Y axis active only and still being able to affect object in Z axis may be another bug itself. Anyway, you know better :)

Gyperboloid: Thanks for the post.

1. The paste operation offset is intentional. It adds the first copy in the original location, then offsets each new paste in the X and Y axis. I did this because it isn't easy tell if you accidentally pasted more than one copy.

2. This is a bug. You shouldn't be able to move in the World-Y Z direction when only the Y axis enabled.

3. This is also a bug. The result should be as you expected.

I'll fix these :)

About the paste operation , as I wrote, I thought it could be intentional and for exact reason you described.  :)
That object coordinates was always handy but never available, so it will be superb if it can be usable.
As for Y-Z axes in world coordinates notice that the main bug is the Y-Z reverse, which happens even if all axes are active. Though having Y axis active only and still being able to affect object in Z axis may be another bug itself. Anyway, you know better :)


Ahh, Steve! I realized that it could be intentional as well! In perspective view, in scene mode especialy, by the LMB only, while World coordinates enabled, user can "slide" an object on the ground ( X-Z plane ). And that's because the LMB in the up n' down movement affects the Z-axis in World coordinates, though normaly it should affect the Y-axis. If it will affect the Y -axis ( and the RMB the Z-axis and not the Y-axis as it does now, in World coords always ) user will be able to "slide" an object in Y-X plane  by the LMB. Which would be handy if someone would like to "hang " a picture on a wall though  :D .Finaly it only takes to remember that in world coordinates the Y-Z axes are reversed I think.
P.S.: I tested that in the first version of Anim8or originaly posted on September 20, 1999   :)  And it worked as supposed : in World Coordinates LMB for Y and X axes , RMB for the Z axis. And in Object Coordinates ( after a twik on objects pivot ) it also worked as should be. Though after a second ( and I opened before and after the v. 1.0 also ) it turned to have the same behavior as v. 1.0. again. Weird ,but funny.

52
General Anim8or Forum / Re: Pixie3D
« on: August 02, 2017, 04:22:02 pm »
Downloaded, gave it a try. Everything worked just fine. Windows 8.1 NVIDIDA GeForce GT 730M Intel i-5 3230M 2.6GHz ( 3.6GHz)
Tried to render anything, but didn't find the way to do so. Is the renderer available inside the program?
Anyway, good luck with your work!

53
So , what about those tutoial series you mentioned? Have you started them at all? Do some  of them exist? Whould be interesting to see some from so good, advanced Anim8or user as you are.

54
General Anim8or Forum / Re: Dotan8 Magazine Issues
« on: July 22, 2017, 07:35:17 pm »
Still have them all on hard driver ( 6-7 years already  :o ). Kreator have you those video tutorials you made back then ?

55
General Anim8or Forum / Re: Turn off Shadows in ART render?
« on: July 22, 2017, 07:05:45 pm »
Hm, I don't understand that. Because if I turn off shadows in light element properties no shadows appear in ART rendering no matter though if shadow casting and/or resaving is chossen in object element properties  ???

56
General Anim8or Forum / Re: Newbie Hand Issues
« on: July 22, 2017, 06:24:02 pm »
And this is something I wanted to see on forum like always. Some topics about modeling, anim8ing, rendering tricks and tips, everything from a to z in general but also in Anim8or particulary. Great explanations and visualisations Ensoniq, Johnar.  8)

57
General Anim8or Forum / Re: What you think??? Live edgeloop booleans
« on: July 22, 2017, 06:03:26 pm »
There are many cool things out there ( especialy in rendering software ) but do you mean to implement something like this in Anim8or ? Don't think it's that simple at this stage ( maybe  :P ).

58
Just some bugs ( tiny  :D) as I remember were there from the 0.97d version ( wich was the first I used and the most here used for a long time). The first is about the copy past command of an item no matter is a mesh or parametric or whatever. I don't know actualy it's a bug or on intence, but when you copy a mesh and past it second time on a row ( the first is ok as it should be, on the exact position as the original ) its new location is kind of higher on y axis and farther on the +x axis. If you keep past it the new copies keep going higher. Maybe I do it wrong way, but when I copy past things usually I want to move them on an axis which meens I want them to automaticaly past on the same location with the original one.

Another one is the world coordinates moving command isuue where the Y axis and the Z axis are reversed. Which means in world coordinates with the left mouse button the object should be moved up and down while with the right mouse button front and back. But the opposite happens: LMB for Z axis RMB for Y axis, which is incorrect. The rotation in world coordinates works right though.Only the "move" command.

And the last one is the object coordinates which do the same thing as the world coordinates, no matter how the axis/pivot of the object is rotated. If the pivot is rotated some amount in pivot axis editor shouldnt in object coordinates the object moving in direction of its edited axis and not as if theworld coordinates were selected?

59
Yes, it is logical the grouped items from the same layer to stay in that same layer. As for grouping different items from different layers I think the right way is to bring an aware window wich will remind that things can be grouped only if they belong to the same layer, so the meshes-itemes to be grouped from different layers first should be manualy transfered to one same. That way there will be some kind of control on what is where. And actually, it seems that there is no need to create some items on different layers and for some reason group them later on one, so it's kind of a special sittuation and will be met not that often.

60
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: July 17, 2017, 10:31:25 am »
Late congrats thecolclough
  You were destined for the splash screen.
http://www.anim8or.com/smf/index.php/topic,1262.0.html

   I'm not having any luck with using the .dll for random splash screens, and doesn't work putting a 'splash.jpg' pic into the images folder either. Have tried every suggestion in this thread and, although i like thecolcloughs' image very much, i would really like to be able to change splash screens at will.
 Any other suggestions on how i might be able to do this?
 thanks
 (Windows 7)



Doesn't work for me too.



I'm so happy with the new splash. That was the one I love most. Congrats for all contributors though.
   Anyways, it seems there's a problem when I render. Dunno if someone else experienced this.
When I try to render, it shows the left side buttons (as it would render) but I can still see the camera view and even move the object. See the images bellow.
   When I switch to, let's say object mode, then come back to scene mode again, it works... But this bug happens again and again. Has anybody else experienced that?

Same here. It seems that it behaves like a "rendering mode" thing, kind of. It does not start the rendering session right after you click to render the image, but it moves you to the " rendering room" :P . Then you have to choose all the settings and then do the final actual rendering of the image. Don't know if that happens to others or it's a bug or somethjng Steve did on purpose.

Pages: 1 2 3 [4] 5 6 ... 17