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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 - selden

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31
General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 23, 2017, 11:23:41 am »
Do you plan to have a v1.0 beta bug report forum?

I have two to report, one minor and one major, which I'll put in the  Anim8or v0.98 Discussion Forum

32
General Anim8or Forum / Re: Can I change the default orientation?
« on: February 23, 2017, 09:09:15 pm »
Steve,

My experience has been that there's no need to actually add another object: simply select the object which needs to be reoriented and select Join Solids. It seems to work fine even though there's only 1 object to be "joined".

Is there some reason this can't / shouldn't work?

33
Finished Works and Works in Progress / Re: Space Battleship USS Minnesota
« on: February 04, 2017, 01:57:17 pm »
Looks like a good start!

Is it intended to include atmospheric flight capabilities?

I ask because wings aren't really needed in the vacuum of space, while drag on the weapons would be likely to cause problems when flying at high speeds in air. Maybe adding some (perhaps currently retracted) nacelles would be appropriate for protecting them?

34
Another way to put it is that the animation and objects that you're trying to view are too complex to be displayed by Anim8or in real time at a high frame rate. While developing the plot for a project, one should use crude, low-poly object models and low resolution surface texture images, for example, replacing them by high-poly models and surface textures only while working on the final render.

If you've ever watched the "making of" extras on movie discs, they call the initial development "pre-viz". The people and environments shown in them are simplified as much as possible, so that they're almost unrecognizable, but they're easy to calculate and can be shown in realtime. In contrast, the final rendering can take many hours per frame, even though they use rendering farms composed of hundreds of  high-performance computers.

35
General Anim8or Forum / Re: Importing video into anim8or
« on: December 02, 2016, 11:30:59 am »
The traditional way to do this uses what's called "chroma keying". See https://en.wikipedia.org/wiki/Chroma_key

Using that method, one video stream would overlay another where one of the video streams is blue (or green).

36
Thanks!

37
You'll have to provide an example of a spline which doesn't fill properly: it works fine for me. Attach the example .an8 file to your post.

You can't select "convert to spline" when using the text tool because the letters created by the text tool already are splines.

38
Thanks!

I like to use wirefreame mode to decide if I'm using the right viewpoint direction to avoid selecting unwanted objects.

39
Bug:

Running Anim8or v0.98b, build 1253, in the Object Edit mode, the "select multiple" tool doesn't select all of the meshes that it should.

This bug has been present for quite a few builds.

This bug can be demonstrated using the enclosed .an8 file (in the .zip) and is illustrated
in the enclosed screengrabs.

Instructions to duplicate this bug:

In the Object editor, drag select so that all of the individual meshes
are outlined. Release the mouse button. Only a few of the meshes
are highlighted and selected. They all should be selected.

This isn't a big deal when only a few meshes need to be selected, but it
is quite painful when most, but not all, of a large number of objects
need to be selected.

Selden


40
Finished Works and Works in Progress / Re: Interactive notebook: a WIP
« on: September 29, 2016, 03:31:08 am »
I'm not sure how obvious it is in this screengrab, but I've randomized by small amounts both the positions and orientations of the pages on the right (recto) side. I'll do the left (verso) side tomorrow.


41
Finished Works and Works in Progress / Re: Interactive notebook: a WIP
« on: September 28, 2016, 07:04:24 pm »
Thanks for the suggestion! That should be fairly easy to do, although perhaps a bit tedious if I do it manually. :) I'll probably write a program to rewrite the "catalog" which specifies the locations and orientations of the pages.


42
Finished Works and Works in Progress / Interactive notebook: a WIP
« on: September 28, 2016, 10:12:15 am »
I'm in the process of constructing an interactive notebook for use with Celestia. Of course, I'm using Anim8or to design its models. It's interactive in the sense that one can turn its pages, not that one can create new entries. Writing on a page has to be done "out of band" by painting the surface texture for each leaf of the notebook.

A sub-project was to create what looks like a taped-in photograph. It'll be used in several places. I made that available on DeviantArt yesterday at http://celestiaguru.deviantart.com/art/Photo-03-taped-instant-photo-636917231





43
Finished Works and Works in Progress / Re: 4K logo overhaul
« on: September 28, 2016, 09:57:47 am »
Fortunately, the pricing for large disk drives is almost reasonable (~$125/6TB) if you're willing to use consumer grade devices in a RAID array. You'll have to pay a premium for enterprise or 10TB disks, though.

44
Daniel, restarting Anim8or is never a problem, whether or not a "background" copy is running. I sometimes have multiple copies running simultaneously.

Steve, here are my system specs:

Computer: Dell Latitude E6510 laptop
          Core i7 Q720 (1.6GHz), 8GB; Win 7 Pro x64 (SP1), Aero GUI
Graphics: Nvidia Quadro NVS 3100M (512MB), PCIe/SSE2, driver v341.44
OpenGL: 3.3.0
Display: 1920x1080 FHD, 60Hz (1080p)
Disk: PNY CS1111 SSD (480GB)

45
It's not that I can't stop it manually, but that it's a bug that it would be nice that Steve could fix. If I can report the program counter where it's looping, that might help him to fix it.

One of the problems it causes is that if it's not noticed right away (and I usually don't) then when running on a laptop computer, the resulting high cpu load can run down the battery quickly. Sometimes after a long day of modeling, I've even discovered several copies of Anim8or running like that.

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