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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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 on: Today at 02:55:09 am 
Started by chuft-captain - Last post by chuft-captain

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?


 on: Yesterday at 10:22:08 pm 
Started by Claude - Last post by Trevor
Copy and paste materials can be done via edit menu, but I like your idea for global material option.


 on: Yesterday at 10:08:09 pm 
Started by Claude - Last post by thecolclough
sorta-related issue: i've often made a local material by mistake when i actually wanted a global (because the materials panel defaults to local view on startup) and then had to scrap it and remake it as a global.  for incidents like that, it'd be great if local materials could have a 'convert to global' button that moves them onto the global list.

being able to copy and paste local materials would be nice as well (unless that's already doable somehow and i've just missed it?)

 on: Yesterday at 06:53:38 pm 
Started by chuft-captain - Last post by Trevor
I would say try doing a small group of faces and pressing Ctrl-D (Detach faces) then go to object mode and press H (Hide).
this will detach and hide faces you want removed.
At the end of the process press Shift-H to unhide all the detached faces, select the main object then go edit>Select>invert selection
then go mesh>Join Solids
then go back to VEF mode and to Ctrl-A Shift-L, enter a very small number (0.001) and press ok, this will rejoin all verticies that were detached before, now you have 2 objects, inside and outside.


 on: Yesterday at 06:42:02 pm 
Started by Claude - Last post by Trevor
I should note that I have never used global materials and had to come up with my example pretty quickly, and its not because I don't have a use for global materials, I just keep forgetting about them since they are never used unless you actually make a new material in there.


 on: Yesterday at 04:57:56 pm 
Started by Claude - Last post by Steve
Here's my logic for designing materials this way:

1. There is a need for materials local to each object. Putting all of the materials in one giant pool quickly becomes unwieldy for large projects. So there are object-level materials.

2. There is a need for using the same material in multiple objects. Making changes to this material is difficult if you need to edit each one individually. So there are global-level materials.

3. If you import an object with a large number of materials and some of them have the same name as an existing material, how should it be handled? Anim8or's two layered scheme avoids requiring the user to rename a lot of the local materials whose names conflict with global material names.

 on: Yesterday at 03:28:01 pm 
Started by chuft-captain - Last post by chuft-captain

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, leavinf outer faces and window sills)
1. Face select mode; Restrict to BACK faces only; In the LEFT viewport, area 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.


 on: Yesterday at 03:18:14 pm 
Started by Trevor - Last post by Trevor
I was in the process of making a lighting tutorial for PerfectGold when I wanted some comparison shots from An8.
Ive mentioned in the past about ART needing Diffuse Inter-Reflection and ToneMapper but I simulated it with Glossyreflector.

My material settings are crazy
Ambient 0
Diffuse 20 + texture
Specular 0.95 + Texture
Roughness 0

Setting specular to 1 means diffuse doesn't work

Scene Lighting set to 1 for exterior, 4 for interior

Im quite sure these would be much better (not to mention easier to set up) if an8 suported it as a checkbox
Also note that Ambient Occlude is NOT on, AmbOcc is a simplified DIR.

The results

 on: Yesterday at 02:43:17 pm 
Started by Claude - Last post by Trevor
Claude, I disagree.
Per Object materials are overrides to the file material. If you could not have the same name then you cant override a material without having to select all faces of said material and then assign a new material.
You might have 3 models each with different flight group colours, instead of having to select all FGDecal materials and then changing for each model to a new name, you simply share materials then in each model you only have to change the colour of FGDecal, no selections and easy make an nth model since no need to change names.


 on: Yesterday at 02:34:17 pm 
Started by Steve - Last post by Trevor
I don't know that we necessarily need 2 separate tools, The New UI should replace the old UI but the back code of the new one needs brought "up to classic spec".

Being able to do everything with 1 mouse button / finger is great and the new UI (with addition of the 2 sliders I suggested in previous post) accomplishes this, I just think that having a mouse should allow the "old" behavior if you press right or middle buttons.
Also the rotational problem needs fixing, or made optional. (PerfectGold recently changed its rotations to similar to an8's "classic" and Subdrag called it "First Person Shooter Style" as against "Flight Sim Style". Since Arc-Rotate is more like looking down on a table you could call it "Table Top Style" and the odd - though technically correct fixed axis rotation - "Orbit Style")


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