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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 - Raxx

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Anim8or v0.98 Discussion Forum / Re: Deleting Scene bug
« on: April 17, 2016, 06:58:21 am »
I have no such issues with Win10 64-bit

General Anim8or Forum / Re: How do I resize a texture to fit in
« on: April 15, 2016, 02:08:00 pm »

These instructions apply to any model.

I'll give you a free hint though...your problem this time isn't really related to the UV tool. Learn to use the cut tool and cut a rectangle around the label you want to keep, then apply a non-textured material to the rest of the faces you wish to keep blank.

ASL Scripts / Re: Spiral shapes: cave, cone
« on: April 08, 2016, 07:57:05 pm »
I used to use the UV data of the last X amount of points in order to pass the parameters of other shapes. This is no longer needed now that there are set attribute functions.

Finished Works and Works in Progress / Re: Doodling
« on: April 08, 2016, 11:26:08 am »
Random ugly bird modeled off an old creature design. Was going to make a tutorial out of it but then I got really lazy at the wings and went meh.

General Anim8or Forum / Re: free cool.. filter texture prog
« on: April 06, 2016, 07:12:39 pm »
Cool. I think I used a version of this program a long time ago, was cool generating seamless textures. Thanks for the heads up!

Raxx is that a modifier your using during the first 12 seconds of your modeling on the fox? 
That's a subdivision mesh. Select a regular mesh and go to Build->Convert to Subdivided

Cool. Do I get fries with the combo? And can I swap the drink with a milkshake? ;)

I finally got to try the topo tool in-depth along with mirrored modeling, it's really solid! A few hours straight with no crashes or weird mirroring issues, I almost entirely used just the topo tool for the below (unfinished) model.

A major bug to report: Can no longer select faces on subdivision meshes. There was also a time when the mirrored mesh went asymmetrical I think when rotating some points, but I haven't been able to replicate it.

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 24, 2016, 03:10:06 am »
Hit 'o' for object space/coordinates.

Interestingly, object space doesn't match up directly with the bone axes. However I prefer the trackball object space version since it's not as confusing, which reinforces my opinion that the LMB/MMB/RMB X/Y/Z deal isn't necessary anymore.

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 24, 2016, 12:13:31 am »
'Screen-space rotate bones' can already be done with trackball, applying that also to the mouse buttons would badly reduce the mobility of the bones.-1

I'm not entirely sure what you mean. The only way that local manipulation (the way it currently is) trumps the far more intuitive screen space manipulation is when doing purely mechanical animations that need precision along a single axis, or when doing minor adjustments like rotating around the bone's Y axis. Even then, it's easier to use the widget than to use the mouse buttons, so basically there's no point in having the LMB/MMB/RMB X/Y/Z mechanic.

Note: I updated my previous post to further detail what I meant.

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 23, 2016, 04:26:16 pm »
A few more requests to stack on. Some of these have probably already been requested before:

Slide Edges and Multiple Elements
Let the slide tool slide edges. Basically clicking and dragging on an edge slides the edge in the direction of movement along its adjacent edges. Clicking and dragging on multiple connected edges slides the entire set. Clicking and dragging on multiple points does a best guess sliding action.

Edge Loop Manipulation
Let holding shift automatically highlight edge loops (the same way they're detected using q). This feature can be put in nearly all the point edit tools except the topo tool unless the topo tool shift/dissolve operation is moved to a different button.

Face Loop Manipulation
If highlighting faces, basically do the same as above except with faces. How to do this: If shift is pressed, it'll highlight the faces between the quad ring (same detection as Q) of the closest edge of that face. The below video shows what I mean:

Pretend that the yellow selected faces are the areas that get highlighted when shift is held down.

Axis-Restricted Bone Creation
Currently disabling axes have no effect on bone creation. If I wanted to create a bone sticking straight up, the only choice I have is to enable grid snap.

Object Space
Allow object space manipulations to apply to bones. This way (as an example of use), if the Y axis is solely enabled and it's set to local, then creating a bone will create it along the Y axis of and Y-rotated to the parent bone, rather than the global Y axis. I know this can be done with fast select disabled, but it's a bit of an odd thing having to disable it to get that behavior. In fact, it seems if fast select is disabled while trying to create bones, it doesn't always work.

Screen-space rotate bones
In sequence/scene editors, I feel that when you have Edit Bones active and left-click drag on a bone (in fast select or when dragging outside the circle), it should rotate it along the screen space instead of the X axis. In other words, ditch the LMB/MMB/RMB X/Y/Z relationship with manipulation since it's inherently less intuitive than rotating in screen space. I say this because there are now rotation widgets so that when in Object Space you can rotate according to the old relationship anyway.

Ongoing Anim8or Development / Re: Picking Rules
« on: March 23, 2016, 03:19:38 pm »
Steve, awesome! It's just about perfect now. Manipulating the elements feels very natural and things happen nearly always as I expect them to happen :)

They work very well. I noticed great improvement between v1229 and v1230.
When in fast select, with the move tool, if I select an edge and then drag one of its points, the whole edge will move. Is this expected? On the contrary, if I select a face, then drag one of its edges, the edge will be moved.

This is because selecting an edge also selects the edge's points. There may have already been a discussion about it already, but maybe it's time to revisit it: Should selecting an edge also select the points of the edge? I ran into Thanos's issue a few times before as well, having accidentally selected an edge instead of a point, and then when subsequently trying to move the point again it also moves the edge's other point. This forces me to have to undo the accidental manipulations (when in fast select mode), then deselect everything and try again.

With the new fast select and topo tools in place along with the new selection conversion when switching between p/e/f, I feel that selecting an edge should only select the edge and not its points. Afterall, if you switch to point mode, it automatically selects the points of the edge anyway.

Hey Steve,

1. There may be cases where the user wants to make a long string of cuts right next to points. The easiest way to do this is to disable points so that only edges can be cut. And of course, there may be instances where the user only wants to connect or manipulate points. How about, when the topo tool is selected it automatically enables the p/e modes/buttons if they're disabled, and then if the user wants to cut edges or points only, they can enable/disable whichever? By the way, currently if points are disabled and edges enabled, the topo tool doesn't highlight or work on edges when the mouse is on or near a point.
2. This is useful I suppose, more so than not. If the user wanted it to not be usable then they could either group it or layer lock it. I assumed it was supposed to work the other way since fast select doesn't work on elements when outline/points are disabled for that shading mode.

I've been thinking about this for a while now, but I think it would be far more useful if outline/point draw preferences could be set on a per-shape basis (other per-shape preferences would be nice as well, such as showing textures, materials, X-ray, etc). An option in the shape properties could be, "Override default viewing preferences", and when that is enabled then per-shape options could be selectable. Blender has this type of feature. Later if/when panels are implemented, per-shape viewing preferences would be a snap for the user to set.

Finished Works and Works in Progress / Re: Toy Airplane
« on: March 19, 2016, 03:50:26 pm »
Looks good. Probably would drop like a rock but throwing rocks is fun too ;)

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