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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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General Anim8or Forum / Re: How to set default font?
« on: October 13, 2017, 11:29:36 am »



Do you mean the .an8 model file? Actually I hadn't. Thanks for the suggestion!

General Anim8or Forum / How to set default font?
« on: October 12, 2017, 10:04:32 pm »
Is there any way to set the default font used for text in the Object Editor?
Is there any way to set defaults for the other fields in the Text popup menu?

I want to have about a dozen 3D text strings around an object. Unfortunately, whenever I select the Text tool it defaults to Ariel. The font I'd prefer is quite a ways down in the list of fonts shown by the Text popup, Scrolling through that list for each string can be rather awkward and time consuming.

I couldn't find any mention of setting default values for any of the fields of the Text popup in the online documentation for the Object Editor.

It'd be really nice if the values one types into the Text popup menu (other than the position) were remembered for use for the next time.

ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 01, 2017, 11:04:08 am »
How do I "bind" an url to words so the url wont be visible and the words themselves become blue-ish and clickable
You do this by including the URL in the initial [ url ] tag, and placing the visible text in between [ url ] and [ /url ] tags like this:

[ url="" ] CMOD export script by Selden [ /url ]
but without the spaces in the tags.

CMOD export script by Selden

You obviously are not looking at the picture while wearing appropriately tinted Puritanical glasses.

Some regions of the U.S. are *extremely* conservative. I don't know if that might be the background for the instructor who's voicing the objections, of course. However, to someone with that background, a non-human who exhibits human physical attractiveness and is wearing clothing which is designed to display that attractiveness (bare midrif and short shorts) is going to be quite distressing.



That'll help a lot.

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!

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