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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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46
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 ).

47
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?

48
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.

49
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.

50
I look at an object in real life and trying to imagine how a wireframe would "sit " on it :D

51
General Anim8or Forum / Re: Recruiting for An8Hub.org
« on: January 23, 2015, 03:03:20 pm »
Wow, nice work Raxx. But I just always had a question, why people duplicate Anim8or related sites, why not do all that stuff just here ???

52
Yeap, I see, that's logical. I just want to say I am afraid of nothing to be "missed" because of such fast progress ( great job again  8) ). And by saying "missed" I mean from the point of explanation, maybe some "hidden" ( they become such after ) possibilities . For example some shortcuts that weren't well known ( example the "l" in point editor for "unjoin solids ). But since you'll come up with an updated documentation, everything is great I think. Great, great work ! 8)

53
Wow, mr. Steve, a hard work time you have ! :-X ( but in real, I guess you enjoy it a ton  :D ). I have a question , maybe kind of weird or stupid, but since version 0.97d there were how many? The right next one was the 0.97f right? Then the 0.98? And then all those builds, huh ! ??? Is it possible to do something like this one : to put all in one place ( I even have the oldest, first including, versions) and to give explanations about changes from version 0.97d, since it was the one that was used for a long time by all users? More important of course are the changes on toolkit against bug fixes since something fixed doesn't exist and doesn't bother any more?  :-\

Ough, remove the message if I shouldn't write here  :(

54
Ongoing Anim8or Development / Re: New Point Editing Rules: New build 1143
« on: December 11, 2014, 11:33:59 pm »
Wuh, now the paint-selection works perfectly !!! When releasing mouse buttons and still holding the Ctrl down you can select again with mouse. Great ! The rotate tool with Fast Select enabled works great too, as some other changes to movement by MMB and RMB ! Although , as mentioned , that c shortcut doesn't affect points ( only ). And the other thing, don't know, maybe only on my computer, the p/e/f buttons are not "connected" to shortcuts. If I have all ( p/e/f ) enabled, by starting the program, in Point Editor I can select the items. When I deselect some of them, but always only with buttons on the left ( not shortcuts) , the deselected wont be selectable any more, which is a correct thing. BUT, if I hit a shortcut for a deselected item, the button wont turn on and while still being highlighted deselected I would be able to select the item. In another words the buttons and shortcuts work, but doing it separately and not "seeing" each other (well, you understood I hope :P). And actually points are selectable all the time, button shortcut don't affect them. The same happens, no matter Fast Select is on or off.

55
I guess must get used to it. About that "T" shortcut speaking: the "t" shortcut for the " select face edges" command disappeared . Is that because of the "T" shortcut or you just simply changed it and forgot it?  ???

56

1) remember that draw+selecting, by holding Ctrl down and selecting and deselecting with LMB RMB and MMB ? Keep in mind I refer always about 0.97d in which it worked perfectly and I loved it :) By holding down the Ctrl it was possible to click with LMB or RMB or the MMB and continuously select items, leave mouse buttons and while still holding Ctrl key select or deselect by left middle or right clicking again. Now the RMB is "out of the game". Also when Ctrl is pressed and any of mouse buttons used ( MMB LMB ) you have to release Ctrl then push it again and only then mouse buttons will affect the selecting again. In other words : push Ctrl and hold it down, click with LMB/RMB/MMB and drag while pressing the mouse button ( don't let it go until select everything want ) then let mouse button but don't let Ctrl (pressed all the time  ) and then you are able to click with mouse button and continue selecting. All that in 0.97d. Now, when selected something and released mouse buttons  (only, Ctrl still pressed ) then, if want to continue selecting by pressing mouse button again you can't proceed , you have to release Ctrl first and press it down again, only then start clicking with mouse buttons.


Raxx, that's what I said before. Now the RMB doesn't affect that paint-clicking by adding to the already selected as it did in previous, not even when Fast Select is off. I guess it's not a bug as a such, but because of all those new "Point Editor Selecting Rules". The thing is that if you want to select say in a line of faces 2 groups of faces which are separated by some faces you do not want to select you cant use this paint-selecting since you can select only the first group of faces and not the second one by RMB adding to selected since it doesn't affect it.

57
Hah,now I got it,although I have read it before. So actually it's more about LMB usage. Yet, for now a little bit confusing on when to use it, since used to shortcuts.
Maybe, then, about some other things have noticed:
1) remember that draw+selecting, by holding Ctrl down and selecting and deselecting with LMB RMB and MMB ? Keep in mind I refer always about 0.97d in which it worked perfectly and I loved it :) By holding down the Ctrl it was possible to click with LMB or RMB or the MMB and continuously select items, leave mouse buttons and while still holding Ctrl key select or deselect by left middle or right clicking again. Now the RMB is "out of the game". Also when Ctrl is pressed and any of mouse buttons used ( MMB LMB ) you have to release Ctrl then push it again and only then mouse buttons will affect the selecting again. In other words : push Ctrl and hold it down, click with LMB/RMB/MMB and drag while pressing the mouse button ( don't let it go until select everything want ) then let mouse button but don't let Ctrl (pressed all the time  ) and then you are able to click with mouse button and continue selecting. All that in 0.97d. Now, when selected something and released mouse buttons  (only, Ctrl still pressed ) then, if want to continue selecting by pressing mouse button again you can't proceed , you have to release Ctrl first and press it down again, only then start clicking with mouse buttons.

2) the points,edges,faces buttons under coordinates and x,y,z, buttons. The p/e/f now are enabled all together, while in the old version only one item was every time. When there was a need to change say from points to faces only faces ( g shortcut ) could be enabled and the points were disabled automatically. Now we have to enable faces ( once pressing ) and to disable ( twice pressing ) points ( of course all that when points not needed ). I just wander if there will be the need for all enabled . Wont it be kind of confusing ? All that because it was kinda safe to manipulate one item every time and not to be afraid of to mess it up. Although it's kind of total freedom and it needs just to get used to it and since these implementations are some new things , additional possibilities, while the old ones wont be taken down, then I guess it's alright. Maybe others can give their opinion about it ?

That's about new things. There're some old little things like for example world coordinates and object coordinates , where LMB and RMB affect the opposite axes, in y- axis ( up and down movement with LMB ) with moving ( which is the " problematic", rotate is good ) tool the LMB acts in z-coordinates while the RMB which should affect in z-coordinates does it in y-axis. Also the MMB do exact the same with LMB, maybe there's a way to " release" it ( MMB ) since it does nothing different ? And object coordinates has the same affect with the world coordinates , even after rotating object's pivot .

That's for now. :)

58
Hello Anim8or world...again. Have logged in just a couple of times like in last years, lot of changes in my life ( good/few- bad/lot ). But still here :). Wow wow wow, Anim8or is more alive as ever ! :D
I feel like I lost the ball, since haven't follow the growth of our little ( little?!! ... " you talkin' to me ?!! "  8) ) buddy. So since I used a lot to 0.97d I can make the comparison with the new one. My computer( laptop) specs are : Windows 8.1 , NVIDIA GeForce GT 730M, OpenGL 4.0 .
About that "BigSize window on start-up of program" thing I have no problem, it starts fine as it did in 0.97d too. Although I have some problem to start Anim8or. Some times it doesn't start at all. Actually it does in some specific order: I have to run the 1061 build first and then I can run any others, 1140 including. Otherwise, I start the 0.97d ( and find out actually it does the same for other builds ) and it says something about " can't register file extension" but starts anyway, only not full window size. All the other builds start full size, just fine.
Now, what seems not to work for me at all is that new point editing selecting changes. I can use the Fast Select button but I can only select points, edges,  faces by one each time with the LMB. I cant move them like with RMB by adding a selection to a previous selected item ( P/E/F ).So with the RMB, if there is a face selected, if I try to move that one selected with another one by selecting that second one only the second will be moving and the first will be deselected. Kinda a mixed up situation. Also those RMB and MMB same movement affects seems to be confusing after "normal" 0.97d controlment. All that "old Anim8or behaviors" work fine with the Fast Select off. Screenshot below ( since me myself can't understand what I wrote here ;D ) :

That ALT usage for the Arc Rotate is good, although I hope Steve wont shut down the old good Ctrl + r shortcut for it, I like it a lot, keep them both please ;)

59
General Anim8or Forum / Re: Anim8or v0.98 is ready!
« on: November 27, 2013, 04:51:46 am »
Come on guys! It's like in the anekdot: 3 lazzy guys were thinking "how freekin amazing would it be, if there were buttons for all their wishes, so there won't be needed to do anything. Just push a button! And then one of them said : " Yeah !!! But who gonna push those buttons !!! " There's already the ctrl+R shortcut. Why inventing something new, since there can appear a problem ( what about standart windows alt for menu use)?  And this ctrl+shift usage : I find it very easy, I use it all the time. 2 keys is not that big problem . The same about holding the ctrl while selecting: very practical and easy, don't think there's a need to make it standard way of selection ( ala wing3d , without holding ctrl ). Anim8or need tools. A lot of what has been done doesn't need to be fixed, I think it is in it's final, best form.

60
General Anim8or Forum / Re: Mirrored checkbox
« on: November 26, 2013, 12:08:29 am »
Hi rellik420 ! It is reversed in front view also, but in back view it's ok. In screen coordinates always. In world and object coordinates : the same problem. Only Steve can help here! I think it's just a bug, some code mistake.

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