General Category > Ongoing Anim8or Development
Changed to Older Releases [builds 1162 to 1230]
neirao:
--- Quote from: neirao on March 02, 2015, 07:19:46 pm ---Steve, in figure mode for me all work, less the
"Fast Add Bone" no... :(
--- End quote ---
yes Kreator, i has reported same problem time ago.. :( fast bones no work in figure mode... Thanks for show in video for us and Steve!! :)
Steve:
Note: In build 1164 you can add bones using the RMB (right mouse button). The LMB selects a bone but immediately changes back to Arrow-Select. Also if you first select the bone that you want to add the new one to, then click on the icon, you can add one bone before it switches.
I know this is a big. It has been fixed for the next drop.
Raxx:
It's been a while, but I'm doing a bit of actual modeling in Anim8or. Still waiting for the topo knife, but I have to say, the modeling updates are spectacular improvements and have totally changed the way users can model in Anim8or. However, I came across lots of little things:
* In Point-Edit, non-uniform scale ignores axis restrictions. Such as if you disable Y axis, it'll still scale the Y axis.
* When working in a shaded mode, in which you have lines disabled, when you work on a subdivision mesh the cage mesh appears with its lines (which is fine with me). The issue is that you can't highlight, or single select, or fast edit, or edge extrude these cage mesh lines/edges in that shaded mode.
* If you use the cut tool on an empty edge (only when it highlights the new point), the edge disappears but the new point remains
* Pressing F to frame all in the scene editor does not take into account scaled objects, and instead frames it at their original sizes
* You can't create new edges along the line of symmetry when working in mirrored mode
* Using the cut faces tool in mirrored mode, a lot of times the cut results on the mirrored side goes bad
A few suggestions which will enhance the modeling experience, in my opinion:
* Make highlighted elements render on top. That is, if say for example, I'm working on a subdivision mesh, and there's a P/E/F on the cage mesh that I'm working with, that element shows up on top even if it's covered by the subdivision geometry. Basically, any partially or wholly covered P/E/F should be seen in full if highlighted.
* Pop-out viewing windows and viewing window-specific shading/rendering options. Give a popout option for views to have its own window that can pop out and be moved and resized. Super handy for those with multiple monitors, or those that want to have a static view of what's going on in a totally separate window. I think the best approach would be to implement a window framework in which the front/left/back/perspective/etc views are just camera orientations that the user can set for a viewing window (if going from left view to right view, for example, it just rotates the camera around the pivot without changing the scale), there can be an unlimited number of windows either embedded or popped out, each of which can remember their own settings such as shading, lines/vertices, and an option to disable subdivision surfaces and an option to disable cage meshes of subdivision surfaces (these settings are saved in the an8 file). File->Configure UI settings can be the default settings when creating new viewing windows.
* Would be nice if Build->Mirror Image worked on subdivision meshes. This is an old issue, something that's been bugging me for years
* Build->Mirror Image doesn't select both the meshes when it's complete, like it used to (if I'm remembering it right). I'm wondering if this is intentional? I kind of liked it better when it selected both meshes. Or at least, that's what I expect to happen.
* "Mirror Image" has always been a weird name for the tool. Can't it just be "Mirror Mesh" or "Mirror Shape" or something?
* Front/Back buttons -- would be nice if these behaved the same way as the P/E/F buttons do. So that left-clicking sets only that button active. Right clicking toggles.
There's more stuff but I haven't really identified them yet. I'll probably post more bug- and quirk-findings later when I have another modeling session.
kreator:
--- Quote from: Steve on March 20, 2015, 04:58:42 pm ---Note: In build 1164 you can add bones using the RMB (right mouse button). The LMB selects a bone but immediately changes back to Arrow-Select. Also if you first select the bone that you want to add the new one to, then click on the icon, you can add one bone before it switches.
I know this is a big. It has been fixed for the next drop.
--- End quote ---
Does not do it, if you are starting with a new figure and only have the root bone to commence with. Tried also adding an initial bone with build/insert bone in menubar bar as child of root, which worked, however, any subsequent addition to this bone with the icon had no effect.
Steve:
kreator: This should be fixed in build 1166.
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