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Messages - chuft-captain

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1
Thank you to everyone who took the time and effort to make suggestions on this thread.
I tend to just learn whatever limited functionality I need to get specific tasks done in Anim8tor so I probably haven't developed the depth of knowledge most people here have, so I really appreciate your advice.
It's always tricky when you "don't know what you don't know" (if you get my drift).

Cheers
CC

2
Actually, I do most of the design work in openSCAD before importing into Anim8tor for finishing (splitting of the meshes, texturing, etc).
(Fig 1)

This makes it very fast and easy to re-design because it's a parametric design.

eg.
Want fewer floors? Change a single value: (Fig2)
Want more floors? (Fig3)
Hell of a lot more floors?  (Fig4)

CC

3
Is it possible just to uniformly rescale the 2nd copy to fit inside the 1st?
I'm not sure exactly what you mean, but I think that approach may result in scaling errors, and contiguous parts of the 2 meshes may no longer meet with that approach ... but perhaps I mis-understand what you mean.
I think I have a reasonably workable method now, but thanks also for the suggestion. If I can get my head around what you mean, then that may be an alternate solution. There's many ways to skin a cat, esp. in 3D modelling (pun intended).

Cheers
CC

4
Thanks guys for the suggestions.

I've managed to get this done with a combination of your suggestions.
1. By dealing with a quarter of the model this reduces the size of (de)selection tasks, and also makes the job easier thru easier access to the inner faces.
2. I'm then using the detach-faces method to separate into 2 meshes once the correct set of faces is selected. The hardest part of the entire process is getting the right set of faces selected - this is still somewhat time-consuming and prone to error, but less than before.
3. Once separated, I copy inner and outer into separate objects or layers, and then mirror, and join solids to recreate the original quadrants.

I didn't find it necessary to incrementally select small sets of faces then hide them and join them all at the end. This would probably reduce likelihood of mistakes, but at least for now I've found that reducing the size of the problem and easier access to inner faces means I can pretty much get it done in a single step (although I did notice one tiny error).

Now I just need to gradually improve this process so that it is less time-consuming and error-prone in future, as I will need to go through multiple iterations developing this model.

Thanks for all the suggestions. This is a really great forum. I haven't been here for quite a while, but got some very helpful suggestions almost instantly.
Really much appreciated!

Thanks again
CC

5
Trev,

I understand your point, but seems to me it's just a tradeoff between ease of undo versus complete un-recoverability. I'm not suggesting ALL actions (eg. POV rotates, etc) should be preserved, just "significant" changes.
My personal opinion is that in many Anim8tor workflows changes in selection status of FEP is a significant enough action to warrant inclusion in the UNDO list, not least because the fiddly nature of these "edits" means that mistakes are likely to be frequent, consequences costly in terms of rework ( as my example demonstrates), and would not be expensive in terms of memory use in the UNDO stack.

Text editors like Notepad++ preserve all significant state changes in this way, and it's not usually a problem as long as you notice your mistake before too much new work has been created. Granted, the issues are a lot more complex in a 3D editor, than in a text editor, but the basic principle is the same.

I take your point about noticing a mistaken delete, but that
is just the nature of the beast, and applies equally in the text-editor example.

However, the point of UNDO functionality is to recover from recent mistakes. If a mistake goes un-noticed for a long time, then a decision needs to be made to either roll back and sacrifice subsequent work, or roll forward and apply a patch for the earlier error.
Just a decision you have to make depending on the circumstances, and the relative size/complexity of subsequent work vs original error.
When the UNDO stack preserves all significant state change, then you have the opportunity of making this decision (roll back or patch). When it doesn't, then significant amounts of effort can be lost with a single unfortunate click. (Which is where we are at present IMO).
Hope this makes sense.

Regards
CC

6
ENSONIQ5,

I agree that working on 1/4 of the mesh is a good idea, regardless of the workflow. What do you recommend as the best way to accurately split the mesh (exactly on the axes). Important to do this as exactly as possible so that are no tiny gaps when mirrored later.
Is there a way to delete every part of a mesh in a selected quadrant? ... or is the cutting tool the only way?

Cheers
CC

7
Trev,

Thanks for the suggestion.
That sounds like it will work but also probably just as tedious, if not more so, than my original approach. A lot of mode-switching, but it might lessen the risk of my finger sometimes missing MMB and clicking on the LMB instead. (We all know what happens then ...)

I suspect I'll still encounter issues with not being able to UNDO certain actions when I make a mistake using your approach ... which again might set me back to the beginning, but it's worth a try I guess

I do think however that the issue of the restricted UNDO functionality should be addressed. If that was resolved then accidental clicks or inaccurate selections would be easy to roll back which would make both of these approaches much more robust, not to mention making all anim8tor workflows much more robust.
Any thoughts wrt UNDO functionality STEVE?

Thanks
CC

8
Hi,

I'm working on a mesh which is essentially like a curved box with windows. (I'll attach a couple of screenshots to this post to give context to what follows.)

What I need to do is to split this into 2 separate meshes; One mesh containing only the inward facing faces, and the other mesh with all outer facing and other faces (such as those making up the "window sills").

So the approach I've taken is to work on 2 copies of the mesh. In one I'll strip off all the inner faces, and on the other I'll strip off all faces except the inner faces.

This however is proving to be impossible to do in an efficient way (if at all) for a number of reasons.
I'll describe the workflow I'm using step-by-step so hopefully you can see what the issue is.
(Let me know if you need to see screenshots of any of the intermediate steps in order to understand.)

Mesh 1: (get rid of internal faces, leaving outer faces and window sills)
1. Face select mode; Restrict to BACK faces only; In the LEFT viewport, select the lot using area select.
2. Re-enable FRONT selection. In the front viewport, use the MMB to de-select any faces I want to keep (eg. outer faces and windowsills on the opposite side of the mesh ... selected by the previous step).

At this point, the inner faces on just one side of the model are selected, and I should be able to delete them and then perform a similar procedure for the other 5 sides.
Unfortunately, it's not that simple because a number of "window sills" are still selected (by step 1) on the side of the model I'm working on, because very few of these faces are perfectly orthogonal to any given viewport.
So before I can hit the delete key to get rid of the inner faces, I have to laboriously find and de-select those extra faces on the window sills, else they will be deleted as well.

This is a laborious and error prone process, and during this process I have to be careful also not to de-select any of the faces I actually intend to eventually remove.

The problem is that I have to find and deselect ALL of these ectras without making a single mistake before I can hit the DELETE key. This is turning out to be virtually impossible due to a BUG (or a functional flaw) in the UNDO history...
It appears that only actual modeling changes are being pushed onto the UNDO stack, which means that if at any point in this laborious process I make a simple de-selection error, or click the wrong mouse button, or forget to change modes between operations, there's no way to undo that single action.

At that point I have to go right back to step 1 and start all over again ... only to fail again.

So far I haven't been able to do even a single side of this mesh to completion, despite multiple attempts.

IMO, all actions (not just model changes) should be pushed onto the UNDO stack, as it's just too easy to make a single mistaken select / de-select, or mis-click in this long process.

I'd appreciate it if anyone has any clever techniques / suggestions to get around these issues in order to achieve the original goal.

Be interested also to know your opinion on the UNDO issue Steve, as it's all to easy to make accidental de-selection errors (putting me back to step 1) when using a MMB which also doubles as a scroll-wheel. If only I could just UNDO the last "action", then I wouldn't be forced back to square 1 every time I make a mis-step in the process.

Regards
CC

9
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: June 01, 2017, 12:33:59 pm »
I just hacked these together from the splash screens (but this method doesn't make for very effective or pretty icons). Just a quick and dirty way to easily distinguish between the shortcuts.
I'm sure you can do better! :)

10
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: June 01, 2017, 11:51:10 am »
Some custom icons to decorate your new Anim8or 1.00 shortcuts...

11
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: June 01, 2017, 02:06:09 am »
i'm pretty sure this is the first time i've produced a piece of art and somebody's responded with "hmm... it's nice, but it needs more poo" - but hey, whatever floats your boat, heheh :D
LOL. The poo idea is mostly about finding a way to inject the mascot into the splash (with a bit of comic relief), as well as to confer good luck upon Version 1.00. (I'm sure you've heard the expression: "It's a sign of good luck to be shat upon by a bird"  ... although I've always suspected that this particular proverb probably originated only out of a desire to make the shitee feel a little better about the event.  8)

...i thought about giving the image a grittier overall effect, leaving some of the 'window' panels out and showing pipework and concrete walls behind, with cables coming through, hanging in mid-air and attaching to the text object as if it was undergoing some sort of maintenance.
I'm picturing a sort of "Blade Runner" aesthetic from your description. (Or perhaps something more recent such as the movie "Total Recall", or "The Expanse".)

12
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 09:46:10 pm »
Nice Steve,

Just what I needed!  ;D

13
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 08:54:29 pm »
Chuft-Captain: Certainly not going down that way, much to long winded having to navigate through DOS to get to where I want to be.
Kreator: No need for DOS, these are windows shortcuts. For your convenience I'm made them for anyone that wants them. Just extract the attached Zip onto your desktop or the folder of your choice.
NOTE that after extracting you will have to edit the target box in each shortcut and change "C:\Anim8or\v1.0\Anim8or.exe" to the location of your own anim8tor 1.0 executable. (eg. "C:\Program Files\Anim8or\Anim8or.exe")
Note also that if spaces are involved such as in "Program Files" you WILL need the quotes as well.

1 = thecolclough
2 = fromsoysauce
3 = kreator
4 = ENSONIQ5
5 = Kunihiko
6 = ronaldefarmer
7 = old splash

14
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 06:53:53 pm »
Follow Claude's instructions
 Was about to post same (except I was going to suggest making a copy of the default shortcut first.
-- Also, you should ignore my earlier advice to temove the DLL ... I thought you wanted the new default splash, but I realize you're after your own version.

The command line Steve is referring to is the Windows cmd.exe (type cmd in the search field of the windows menu and you'll see it.)

Claude's instructions are equivalent to the cmd line instructions from Steve, -- it just gives you a more convenient way to run it. ( If you want you can even create 7 different shortcuts and simply vary the final number specified in the target field in order to have the choice of all 7 splash screens whenever you like depending on your mood.)

15
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 31, 2017, 04:37:43 pm »
... or simply rename or remove the DLL which is sitting in the Anim8or directory.

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