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Messages - selden

Pages: 1 ... 8 9 [10] 11
136
I use the "eye" viewpoint button often when starting in Object mode. It's a relatively quick way to make the entire model visible, especially one that's too large or too small to see otherwise.

137
jdonzae,

I've been fighting with the UV mapping for days. I have a high-poly version that looks OK (its polygons correspond to the squares of the texture), but I had hoped to use this method to reduce its vertex count. Oh, well.

138
Problem:

When a taper modifier is applied to a 16 sided cylinder, the texture
which had been applied to the cylinder is distorted on the result. The squares drawn in the texture are stretched irregularly.

The texture's coordinates should be stretched linearly, just as the
points in the model are.

I tried cutting the cylinder's facets to provide more xyz coordinates
for the texture to be "anchored" to, but that made no difference
whatsoever.


The attached zip file includes a model which has a cylinder before being tapered and the results afterward. I've also included a text file describing how to reproduce the problem.


139
General Anim8or Forum / Can one change the mouse precision?
« on: May 30, 2009, 11:11:47 am »
Is there a settable option somewhere which can increase the resolution of mouse control?

In the object editor, one can use the mouse to move an object in extremely small increments: placement seems precise no matter how much magnification is being used.

However, this is not the case for rotation, scaling or UV placement. They all have rather coarse increments when using the mouse. This makes it very difficult to orient or size objects precisely.

Scaling and rotation can be set much more accurately when using their numeric menu options, but it usually takes a half-dozen tries for me to find the right values. Also, there seems to be no corresponding set of numeric controls for UV placement. Am I overlooking them?


140
floyd,

I created the torus manually so that the surface texture could be applied correctly.

Bent and merged solids should not be able to crash Anim8or.

141
My computer specs:

3.4GHz P4-550, 1GB ECC memory, 4GB page file, WinXP Pro SP3 with Internet Explorer 8 (IE8 replaces system dlls)
256MB Nvidia GeForce 7800 GTX, ForceWare v182.50

It crashes when Anim8or is the only program running, and I've used Anim8or with much larger meshes, so I don't think it's directly related to memory capacity.
I'm aware of the reversed normals. Flipping them makes no difference for this problem.
Please read the included txt file.

142
Symptom:
Anim8or v0.97d crashes with no error message: its window simply disappears.

To reproduce:
Load torus.an8 which is included in the attached zip file
switch to point-edit mode
select all faces
select Edit/Subdivide faces (U)

Anim8or disappears without even a *poof*

The zip file includes some comments about how the torus was created.

143
General Anim8or Forum / Re: how to tile textures around a cylinder?
« on: April 25, 2009, 02:48:09 pm »
Thanks. I'll give UVmapper a try.

FWIW, I did manage to do something similar using Anim8or by tiling a cube and then bending it into a cylinder, then bending that into a torus.

144
General Anim8or Forum / Re: how to tile textures around a cylinder?
« on: April 25, 2009, 11:47:47 am »
Unfortunately, the UV editor's middle mouse button only seems to change the tiling along the length of the cylinder. Is there any way to persuade it to change the tiling around the circumference?

145
General Anim8or Forum / Re: how to tile textures around a cylinder?
« on: April 25, 2009, 11:30:26 am »
Thanks!

I'd completely overlooked that.

146
General Anim8or Forum / how to tile textures around a cylinder?
« on: April 25, 2009, 11:17:49 am »
Is there any way in Anim8or to tile a texture around the curved surface of a cylinder? The UV tool tiles textures but just does face-on projections.

Will I have to create the cylinder out of a bent cube which already has been textured?

Googling the Web and searching the forum didn't find any discussion of this, but maybe I used the wrong search terms.

Thanks for whatever help you can provide.

147
General Anim8or Forum / Re: Build/Subdivide faces breaks joined solids
« on: April 25, 2009, 11:02:52 am »
Thanks!

You're exactly right.

148
General Anim8or Forum / Build/Subdivide faces breaks joined solids
« on: April 25, 2009, 10:52:14 am »
When I try to subdivide an object created by joining solids, the original objects are subdivided individually, breaking apart the joined object.

Is there any way I can prevent this, or is it a bug in Anim8or?

I haven't been able to find any mention of this problem in the forum or the manual. Have I overlooked it?

Here's a picture of the result after joining two cylinder meshes and doing a merge points (so there's no gap between the original meshes) followed by a build/subdivide faces. Build/ create subdivided breaks joined solids in the same way.


149
Difficult or not, it's something point editing has to be able to handle. In complex meshes, it is not at all obvious which edges are going to be "convex" after moving points around.

150
General Anim8or Forum / bug: cuts create spurious surface extensions
« on: March 30, 2009, 12:09:23 pm »
The following sequence of commands causes surfaces to extend beyond their edges. Sometimes this can be "fixed" by additional cuts, other times the cuts cause other spurious surface extensions to appear.

[edit] This bug can be seen in Anim8or v0.97d [/edit]

1. open Animator (in object edit mode)
2. create a cube primitive
3. convert to mesh
4. switch to point edit
5. make two cuts across only the top line
  there now are four points in the top line,
  call them 1,2,3,4 from left to right
6. select the two points at the top right (points 3 & 4)
7. move them upward

bug: a diagonal (grey) surface extension appears between points 1 & 3.
It's an extension of the cube's front and rear surfaces.
This should not have happened: point #2 represents the ends of an edge cut across the top of the cube between the front and rear edges.

Here's a view of the result, with the front rotated down slightly, showing the edges created by the cuts and the inappropriate diagonal extensions of the front and rear surfaces.

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