Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Pages: 1 ... 6 7 [8] 9 10
 71 
 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

 72 
 on: August 10, 2018, 08:00:16 pm 
Started by Steve - Last post by selden
Ouch!

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!

 73 
 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!

 74 
 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.

 75 
 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.

 76 
 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?

 77 
 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.

 78 
 on: August 07, 2018, 03:26:00 pm 
Started by Steve - Last post by nemyax
Steve
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.

 79 
 on: August 07, 2018, 10:03:03 am 
Started by Steve - Last post by ianross
Wow, this is amazing! :) thank you, Steve.

 80 
 on: August 06, 2018, 07:10:42 pm 
Started by Steve - Last post by Steve
As suggested by nemyax in a previous post I'm working on a different way to edit bones (hot key 'J'). I have the first part finished where you click-drag on a joint and it only affects the bones attached directly at that joint. I'm still working on the second part where you can move a group of selected bones.

Please try build 1332 out and let me know what you think, especially the following points:

1. Do you like the new bone joints appearance?

2. Should this new mode be added to the existing Edit Bone tool (hot key 'E') or be a separate tool?

3. Any other feedback is appreciated.

Here's the original video that nemyax posted:


Pages: 1 ... 6 7 [8] 9 10