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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

Pages: 1 ... 3 4 [5] 6 7 ... 89
61
slex, undo buffer was already at 100mb

steve,

Code: [Select]
begin: InitInstance()
call:  AppInitRegistry()
       Checking for .an8 association.
       association found.
       AppInitRegistry() successful.
       creating dummy window.
       dummy window created.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 1).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 9.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 9).
end:   Draw3DOpenGL::CreateContext() return value = 0x00010000.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
       dummy window destroyed.
       creating main window.
       GPreserveWindowLocation = true.
       GIsMaximized = false.
       main window created.
       Anim8or = 0.98a (build 1222) 29-Feb-16.
       OS = Windows 8  (6.2) build 9200.
       CPU = x86 Intel Pentium 8 cores model 94 stepping 3.
       creating final OpenGL context.
       UsingDummyWindow = true.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 57).
end:   Draw3DOpenGL::CreateContext() return value = 0x00020000.
       final OpenGL context created.
       creating floating window (top level).
       creating child windows.
       child windows created.
call:  MakeCurrent(hdc, glContext).
       MakeCurrent() successful.
call:  theOpenGL->Initialize().
       theOpenGL->Initialize() successful.
begin: Draw3DOpenGL::ReadExtensions()
       OpenGL vendor: NVIDIA Corporation
       OpenGL renderer: GeForce GTX 980M/PCIe/SSE2
       OpenGL version: 4.5.0 NVIDIA 359.06
       GL_MAX_TEXTURE_SIZE = 16384.
       OpenGL version = 4.5.
       GL_MAX_SAMPLES_EXT = 32.
       determining actual maxSamplesPerPixel.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 2).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 25.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 3).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 41.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 4).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 41.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 5).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 6).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 7).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 9).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 10).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 11).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 12).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 13).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 14).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 15).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 16).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 17).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 18).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 19).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 20).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 21).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 22).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 23).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 24).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 25).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 26).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 27).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 28).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 29).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 30).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 31).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 32).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
       maxSamplesPerPixel = 16.
end:   Draw3DOpenGL::ReadExtensions()
call:  MakeCurrent(hdc, NULL).

62
I have a crashing issue when using two monitors. If loading Anim8or in the main monitor, everything's ok. If I load Anim8or into the main monitor and then move it into the secondary monitor before the splash screen goes away, it crashes. If I set it to save the window position and load directly into the secondary monitor, it crashes as soon as it opens. The only time it doesn't crash in the secondary monitor is when I load it in the main monitor and then after the splash screen finishes, I move it to the secondary monitor. Even then, it crashes when switching editors or just randomly.

Build 1222, Win10, OpenGL 4.5, nVidia GTX 980m.

63
Ongoing Anim8or Development / Re: "Floating" Track Window
« on: February 29, 2016, 06:18:43 pm »
While we're talking about keys and stuff, there's the issue of not being able to double click or open in any way an expression controller (outside of position, orientation, etc) after it's been created, in order to edit it.

64
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: February 29, 2016, 03:47:41 am »
Double click the subdivision mesh, set working divisions to 0, then convert to mesh.

65
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: February 29, 2016, 02:38:13 am »
Looks good to me. Thanks Steve!

66
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: February 27, 2016, 02:26:42 am »
Hey Steve, sorry if I wasn't clear, it's the lines on the resultant subdivision mesh that would be better being gray and able to be disabled. In wireframe view, it shows the control mesh's lines black and the resultant subdivision mesh's lines gray, I think that gray color (or a few shades darker of the currently applied material?) should be applied to the resultant subdivision mesh's lines in all the views. I have no issues with any of the other aspects such as color, transparency or what-not of the control mesh.

It may be worth experimenting with culling out back-facing/hidden lines on the subdivision mesh, would make it a lot easier to read the resultant subdivision mesh especially if in wireframe view or with semi-transparent materials.

67
General Anim8or Forum / Re: Twitch Streaming
« on: February 25, 2016, 05:21:30 am »
Here's the modeling broadcast of the low poly platypus. Next will be the texturing, which I'll do sometime later.




68
General Anim8or Forum / Re: Twitch Streaming
« on: February 25, 2016, 02:28:00 am »
Alright, the 7:00 broadcast is finished. Using Inkscape, I created the concept for the model I'll be working on during the 11:00 broadcast. Below is the youtube archive, otherwise you can watch it in the twitch channel.



69
ASL Scripts / Re: Animated Textures Using Controller Scripts
« on: February 24, 2016, 09:28:35 pm »
Yeah, you can apply it to a huge body of water that has the water texture tiled, and assuming it's a seamless flowing animation, it'll look like the entire body is flowing in one direction.

70
General Anim8or Forum / Re: Twitch Streaming
« on: February 24, 2016, 06:52:32 pm »
The last session, there were one or two anonymous viewers (I couldn't tell if they were Anim8or users or just random bored Twitch viewers), so after 30 minutes of getting frustrated with various issues with subdivision modeling in Anim8or, I called it quits and deleted the broadcast. The issues were as follows:

  • Topo knife doesn't work on subdivision cage meshes when outline is disabled for that view.
  • Point picking/priority is hair-pullingly atrocious.
  • Random crashes
  • Broken mirrored modeling

Granted, I'm using the dev version so I can't really complain about the issues. I just won't do a full-blown tutorial or anything until the issues are resolved.

However, tonight I will once more begin a broadcast at 11:00pm Eastern (GTM - 5), 9 hours 15 minutes from this post. This time it won't be subdivision modeling, but rather a low poly game art creature. It'll make modeling a tiny bit more tolerable in Anim8or. If I don't rage quit while no one's watching, I'll archive the broadcast so that you guys can watch it if you miss it. The benefit of watching it live, of course, is that you can be there and chat with me as I'm doing it.

I will also do an earlier broadcast showing my Inkscape process when making character/creature concepts, at approximately 7pm Eastern.

http://twitch.tv/An8Hub

71
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: February 24, 2016, 06:34:12 pm »
A small request: Can the color of outlined subdivision meshes (the outline of the catmull-clark mesh geometry) be changed to a medium gray, and an option to disable it in the Configure->UI dialog for the specific shading modes? The stark-black dense lines on top of the mesh I'm trying to work on get in the way of my modeling process when working with subdivision meshes, and the topo-knife tool doesn't work on subdivision mesh cages when outline is disabled.

72
Ongoing Anim8or Development / Re: Topo Tool
« on: February 22, 2016, 04:39:37 am »
Topo tool doesn't work on subdivision cage meshes when Outline is disabled in Configure->UI for that view.

73
General Anim8or Forum / Twitch Streaming
« on: February 21, 2016, 11:02:39 pm »
Hey guys,

I'll be streaming a modeling session on Twitch at 11:00pm Eastern (GMT - 5). If you want to watch and chat, feel free set your browser to http://twitch.tv/An8Hub 5 hours from this post

74
General Anim8or Forum / Re: tWEAK v0.2 - Anim8or Radial Menu and ToolKit
« on: February 10, 2016, 03:17:32 pm »
I have a few other projects I'd like to complete first before I get to this tool again. In order to update this tool, I'd basically have to re-write it, so it's lowest on my to-do list.

75
Ongoing Anim8or Development / Re: Fast Selection
« on: February 08, 2016, 09:27:33 pm »
There's a bug that I haven't figured out exactly how to trigger, but it's happened more than once and I think ever since fast select's been implemented. Sometimes, after a bit of point-editing, it gets stuck in "select" mode and none of the tools work anymore in any of the editors. I don't know if this triggers only while in fast select mode, but after it's triggered it doesn't matter if in fast select or normal mode--none of the tools work. I have to restart Anim8or in order to keep working.

While I'm working on stuff I'll try to identify how it gets triggered, just figured I'd post here in case others have had the same issue.

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