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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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Anim8or v1.0 Discussion Forum / Re: v1.0b: point edit extrude faces doesn't
« on: September 17, 2017, 11:05:41 am »
Sorry: I'm using v1.0b 1298.

It works for me once in a while, but it's not predictable. It isn't obvious to me what the difference is. Maybe it's how Anim8or selects the points that are the ends of the cut?

Unfortunately, to the naive user, they aren't "single isolated groups." They're all selected, just in different locations in the mesh. It worked in v0.98. It'd be really nice if it could be an option in v1.0, even if the scaling were relative to Anim8or's origin instead of the center-of-gravity of the point cloud.

Anim8or v1.0 Discussion Forum / v1.0b: point edit extrude faces doesn't
« on: September 17, 2017, 12:06:47 am »
Problem: Sometimes when two faces are selected, only one of them gets extruded.

I'm trying to create what looks like a pair of doors in the end of a cylindrical container.

I use the following set of operations: create cylinder, convert to mesh, point edit, select the top end,
inset, extrude face (inward), cut selected face in half, inset, leave both faces selected, extrude.

Only one of the two faces extrudes. When drawn as shaded surfaces, the face which does not extrude has a darker coloration than the face which does extrude. Presumably this is another symptom of the underlying problem.

I've attached the .an8 of the model after the faces fail to extrude properly.

Here's a link to a 2.5 MB mp4 screen recording of the failing extrusion attempt, showing everything from scratch:

I really don't understand: the "think about it" doesn't mean anything to me. I find it quite disappointing, since it disrupts workflows that I've become used to over the years, and makes it quite difficult to do balanced modifications to a mesh since a modification to one side is not reflected on the other side. Still, I can continue to use v0.98 for those particular types of operations.

Problem:  scaling of point positions doesn't always work in v1.00b

With two sets of points selected at opposite ends (top and bottom) of a mesh and Y axis is selected, applying scaling (moving the mouse up and down vertically) should cause those groups to move up and down, toward and away from one another.  Instead, nothing seems to happen. My impression is that each group is being treated individually instead of as a set: when all axes are enabled, applying scaling using the mouse, the relative positions of the points in the ends contract within each group.

Flattening in the Y dimension has been applied to both sets of end points independently, which might be related.

This works in v0.98: the mesh's end points move up and down.

I've attached screengrabs and a mesh which can be used to demonstrate this problem: vertical scaling works in v0.98 but not in v1.00b

edited to add:

This vertical scaling problem is also present when one starts with a (vertical) cylinder, selects its ends and does an "inset". With scaling selected, the central (selected) inset regions of the two ends won't move up and down relative to one another.

Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: September 12, 2017, 11:55:57 am »
A visibility problem: engineering values often are drawn on top of the lines of bounding boxes of selected objects, making their numbers hard to decipher. It'd be nice if they could somehow avoid that placement or could use a contrasting color palette. See the attached example.

Finished Works and Works in Progress / Anim8or models for Celestia
« on: September 07, 2017, 11:57:21 am »
For a long time I've been using models created using Anim8or in my Addons for Celestia (as have other people). Usually my models are rather simplistic and low-poly: I'm not into hyper-realism or adding lots of "greebles" as some people are.

A recent project used particularly simple objects. Distorted cubes became interactive maps and their buttons. It works under Windows, Linux and MacOS.

Another project used quite a few models with somewhat more sophistication to create an interactive notebook. Unfortunately, it works only under Windows.


General Anim8or Forum / mesh axes not shown -- can't adjust rotational axes
« on: September 04, 2017, 01:58:27 pm »
I need to adjust the location and orientation of the rotational axes of a mesh, but for some reason its origin and axes aren't being shown when the mesh is selected. What am I overlooking or doing wrong?

Yup: fixed in v1.0b 1298!

When using Anim8or v1.0b, in the Object editor, if I try to custom rotate a centered cylinder by 45 degrees, it instead rotates some small angle. The builtin 90 degree rotations work OK. The problem is seen for all rotation axes.

This problem is not seen in Anim8or v1.0: a custom rotation of 45 degrees works fine.

Here are a couple of screengrabs of 1.0 and 1.0b after a custom 45 degree rotation about the Z axis.

General Anim8or Forum / Updates to the Ray Tracer documentation?
« on: August 28, 2017, 12:05:59 pm »
Is there any chance that the documentation for entering the class parameters for the Ray Tracer could be updated to include some explicit examples?

Although they mention the Attributes menu and list class settings, they don't actually say how and where to enter the various multi-level class parameters.

I'm in the process of searching the forum for posts describing how to use them, and I've found a few, but it's quite frustrating.

In particular, I'm trying to make ripples in a cup of tea look realistic, but it's a struggle.

Some of us with older eyesight prefer the older color scheme because it has higher contrast than the newer one.

General Anim8or Forum / Re: Pixie3D
« on: August 05, 2017, 11:05:12 am »

When I ran Pixie3D again, it managed to get past the 71% point. Unfortunately, it's now complaining that my graphics hardware doesn't support the necessary high level shaders (which I suspect might be incorrect), then it crashed when I asked for the debug info.

FWIW, here's what it says in its initial command window:

Starting Pixie3D...
Multi Sample Successfully Supported!
OpenGL has been enabled!
Graphics Card: NVS 3100M/PCIe/SSE2
Max Modelview Stack Depth: 32
Max Projection Stack Depth: 4
Max Texture Stack Depth: 10
Max Texture Units: 32
Max Texture Size: 8192
Max AntiAliasing Samples: 4
Max Clip Planes: 0


I then ran Pixie3D again and did not ask for debug info. It opened a 3D presentation window and I could click on its buttons. However, although the various "create object" buttons highlighted when clicked on, no objects appeared in the window.

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