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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: August 11, 2018, 01:59:24 pm 
Started by Steve - Last post by neirao
Sad huh Steve ... already happened to me too with some applicatives I was developing(I lost everything), lucky that I always saved a few previous versions always on web driver ... one off backups, another good tip is always PRINT the codes and save them :)

But also like you said it's fun to reprogram some things from scratch, it ends up being easier and cleaner than based on the original codes!

Good luck! :)

 on: August 10, 2018, 11:37:58 pm 
Started by Steve - Last post by Steve
Good advice!

I thought I was. I use Carbonite which backs up files continuously. I had a disk crash 3 or 4 years ago and Carbonite had everything save and easy to reload.

Unfortunately when I changed the configuration of my computer last April it got confused and started backing up the wrong disk. Since it keeps everything for several months I got weekly reports of the back-up which looked fine.

 on: August 10, 2018, 11:10:44 pm 
Started by Steve - Last post by Gyperboloid
Steve ?!! /Still, when using this and any other computer program, I still offer the same advice: "Save Early, Save Often!" And don't always save to the same file. Keep a recent backup handy./  :P

 on: August 10, 2018, 08:00:16 pm 
Started by Steve - Last post by selden

You have my sympathy.

I'm sure the new code will be better than the original, since now you have some experience in writing it!

 on: August 10, 2018, 05:53:06 pm 
Started by Steve - Last post by Steve
My disk crashed this week. I have a back-up service for my data. Unfortunately when I added a new disk last April it suspended backing up the Anim8or source files.   :'( :'( :'( :'( :'(

Sooooo, now I get to rewrite everything from mid April. This includes multi threaded rendering and the new bone editing code.

Don't worry, I'll rewrite it all. It was a lot of fun the first time, and it should be even more fun the second!

 on: August 09, 2018, 07:50:05 am 
Started by Steve - Last post by AlecJames
I'm easy; if both functions are handled in the same tool then one is better.

 on: August 08, 2018, 05:56:28 pm 
Started by Steve - Last post by nemyax
2. Should this new mode be added to the existing Edit Bone tool (hot key 'E') or be a separate tool?
I believe it should replace the Edit Bone tool eventually, because once multi-joint editing is supported, you'll have the exact same functionality in both tools, only performed in slightly different ways.
What's more, Edit Joint in local space could also subsume the bone length tool.

 on: August 08, 2018, 05:25:07 pm 
Started by Steve - Last post by AlecJames
1. I like the new bone joints appearance. 

2. As separate tool - the 2 functions are different - one moves all the downstream bones the other just moves the joint?

3. While not related to this change but bone related - In the figure if I set the bone X no limits=unchecked; limits min 0 def 45 max 90.  Then in sequence editor move the bone around a bit, then double click it to get the properties and then click OK, I get "invalid angle: out of range: 0 to 0".  To be honest I can't remember what I was trying to do when I came across this.  Maybe I was trying to set joint angle to a specific value?

 on: August 07, 2018, 03:30:28 pm 
Started by Steve - Last post by Steve
Ahhh, the root joint! I think I can fix that.

 on: August 07, 2018, 03:26:00 pm 
Started by Steve - Last post by nemyax
This is awesome news. I tried the new tool, and it worked fine in both ortho and perspective views. I did find a way to break it though =) Tweak the root joint, and downstream joints will start misbehaving.

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