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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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Topics - Steve

Pages: [1] 2 3 ... 5
ASL Scripts / New Write Image Functions.
« on: March 13, 2019, 05:47:45 pm »
In the latest development build 1356 you can save rendered images in BMP, JPG and PNG format.

class image {
    int WriteBMP(string fName); // All functions return 1 if OK, 0 if failed
    int WriteJPG(string fName [ , int quality = 95 ] ); // 0 = lowest, 100 = highest
    int WritePNG(string fName [, int IncludeAlpha = 0 ] );

image GetImage(int image_id); // Returns NULL if no such image.

I've attached a sample script.

Ongoing Anim8or Development / New Clay-like Display Option in Build 1348
« on: December 13, 2018, 09:09:27 pm »
I just posted a new development release Build 1348 with an option to show models using a clay-like material. This can make it easier to see the shape, especially for complex colors or transparency, without needing to change the material. Just click on the little clay pot in the upper toolbar to toggle it on and off.

Front facing polygons are shown in beige and back facing ones in blue to make it easier to find errors in the direction of normals.

General Anim8or Forum / Allert: Missing Member Accounts!!!
« on: September 10, 2018, 09:55:06 am »
Several members who recently joined have repoted that their accounts have dissppeared. As far as I can tell if you registered in the past two weeks or so your account may have been lost.

Please re-register! You sould be abe to use the same user name, etc. If you have any problems e-mail me at:

support (at) anim8or (dot) com

General Anim8or Forum / Arrgh! Hard Disk Crash!
« on: August 10, 2018, 01:53:06 pm »
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!

Ongoing Anim8or Development / New Bone Editing Tool
« on: August 06, 2018, 03:10:42 pm »
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:

Ongoing Anim8or Development / Multi-Threaded Rendering
« on: July 08, 2018, 03:08:38 pm »
I just posted a new development release  v1.01.1329 dated July 7, 2018 that uses all of your CPU's cores to render ART images. It also has an improved FastAA algorithm that improves shadow edges, especially for soft shadows, and properly ignores shadows from objects marked to not cast shadows.

Note: There are some minor issues, particularly with noise in movies when the image isn't changing. These are cause by the separate threads calling the random number generator in different a different order for each render. I'm working on fixing this.

Please give this build a try. Let me know of any problems that you have, and how much it speeds up your renders.

Ongoing Anim8or Development / File Input add to ASL in Build 1321
« on: March 15, 2018, 07:34:47 pm »
Build build 1321 dated March 15, 2018 supports text file input in ASL Object Command scripts.

The ASL spec has been updated to show the new features. I've attached some sample files as well with a bit of explaination.

file_read_obj.a8s - imports .obj data files.
file_read_tokenize.a8s - lists the contents of a file as tokens.

Here's a link to the part of the spec that describes how to use the text scanner.

Anim8or can prompt the user for the out file name and location with the #file Directive in an Object Command or an Untyped Command script.

The current development release is v1.01.1363, July 30, 2019:

These notes are for the development branch of Anim8or, currently labeled v1.01.xxxx. As changes are verified many but not all will be rolled int the main branch, v1.00x.

The following is a cumulative list of major changes to this development branch since the latest "official" release, v1.00b.

Major changes for build 1363 dated July 30, 2019:

Add Joint Rotate to Scene Editor: This is similar to that added to the Figure editor discussed inthis topic except that the child bones retain their global orientation. Note: In Scene mode this is still a work in progress. Joint limits and locked IK targets are not yes supported. See that topic for more information.
Z Limits Bug: Progress on clipping bugs that appear with very large (in scale) objects.
Fix frame MM:SS bug in the status bar of the Scene editor that assumed 24 FPS.

Previous v1.01.xxxx releases:

Major changes for build 1357 dated March 15, 2019:

ASL scanner: Add tokens for at sign "@" and question mark "?":
Fix #101-028: Arc-Rotate Crashes in Perspective and Stereo Crash views.
Stereo Views: update in parallel when using Arc-Rotate.

Major changes for build 1356 dated March13, 2019:

ART rendering: Improve fast AA for transparent and reflective materials.
ASL scripts: Add "wb" option for ASL files.
ASL scripts: Save render images in script with new type image and output functions:

class image {
    int WriteBMP(string fName); // All functions return 1 if OK, 0 if failed
    int WriteJPG(string fName [ , int quality = 95 ] ); // 0 = lowest, 100 = highest
    int WritePNG(string fName [, int IncludeAlpha = 0 ] );

New member "GetImage()" in project type:
image GetImage(int image_id); // Returns NULL if no such image.

Fix #101-026: Sequences that go beyond the end of a scene don't extend the scene.
Fix #101-027: Stereo Crossed option doesn't do anything.
Stereo: Fix View->User and View->Stereo menu commands.
Stereo: Add menu option to swap left and right images for use in VR viewers.
Arc Rotate: When using Arc-Rotate in a camera or light view, alter the position and orientation of the camera or light accordingly.
Frames or Seconds: Add menu option to toggle between showing seconds or frame numbers in time tracks.

Major changes for build 1348 dated December 13, 2018:

Clay Model Style: Added a new rendering style for working views and renders that displays all objects using a two-sided clay material. This can make it easier to see the shape when you're modeling especially for objects with patterned materials.
Fix: Edit | Rotate doesn't work for components again.
Fix: Art FastAA crash when more than 256 samples are used.
Fix: GLSL fragment shaders: emissive weight was wrong, it used Ks instead of Ke.

Major changes for build 1345 dated December 2, 2018:

Reimplement: changes in builds 1325 to 1332 that were lost due to my disk crash.

Major changes for build 1332 dated August 6, 2018:
New Bone Editing Idea: This build has one major addition, an alternate way to edit a Figure's bone structure, plus a new way to show bones. Please post your comments about it in this topic.

Major changes for build 1330 dated July 22, 2018:
ART: Increase maximum number of threads for multi-threaded rendering from 8 to 16 (with an 16 core CPU).
ART: Add int attribute "MaxThreads" to set the maximum number of rendering threads.  0 = use Anim8or default. -N = use #cores - N.
Scene Editor: Add camera move/pan widget. Active in Arrow/Move and Arrow/Rotate modes.
ASL BUG: Restore LockAmbiantDiffuse, SetAmbientColor, SetDiffuseColor, etc. function calls that were accidentally deleted in earlier drop.
Fix bug from cl-1324: Edit->Rotate menu accidentally disabled in point editor when Delete Unreferenced Materials was added to Edit menu.
Fix #101-025: Image, Panoramic and Cube Map Backgrounds rendering issues.

Major changes for build 1329 dated July 7, 2018:
ART: Add multi-threaded rendering. Increases speed up rendering up to 8X (with an 8 core CPU).
ART: Improve Fast AA rendering speed and accuracy. (depth, light-mask, normals, materials)
Normal Maps: Fix problem in ART Normal Map rendering.
Normal Maps: Add new option to swap U coordinate direction.
Fix ART bug: where something marked Don't Cast Shadows do so anyway.
Fix #101-023: Ctrl-A Doesn't Select Faces in Groups.

Major changes for build 1325 dated May 30, 2018:
Delete Unreferenced Materials: new command.
Improve texture file searches: fix "./" file path bug.
ASL Materials: Add numerous new members, include two sided support. See the ASL spec for details.

Major changes for build 1321 dated March 15, 2018:
Fix crash loading project introduced by cl-1320.
ASL Files: Add support for reading text files using GPScan token scanner. See this topic for more details.

Major changes for build 1318 dated January 25, 2018:
Scene Editor: Added Element Folders which all you to group element in the track window for easier management of large projects.
- Fixed several minor Undo/Redo bugs such as Element name changes not being applied.

Major changes for build 1317 dated January 14, 2018:
Fix #101-017: Issues with Groups and Layers.
   Use group's layer instead of each component's layer when displaying or selecting a group.
   Use the group number of the components in a group when creating a group.
   For multiple group numbers, use any one of them.
Fix #101-018: Reading a .an8 file with a script-based parameteric shape in a group crashes.
Fix #101-019: Script controllers for scene morph targets with aren't saved in .an8 file.
IK effector: Change to not move location of effector unless the user have specifically moved it
(i.e. not when it was moved because it couldn't be reached when the whole figure was moved).
Connected Face Extrusion: Expand cases when new faces are kept parallel to original faces.
Inset Tool: Change to inset edges parallel and equal distance to original edges. Previous behavior (that moved edges relative to the length of each individual edge) is available using the Shift key.
Scene Editor: Add menu command Edit->Bones->KeySelectedControllers.
Fix #101-020: Object Editor: Copy/Pasting a Group with a sub Group doesn't work correctly.

Major changes for build 1314 dated December 20, 2017:
Depth Channel: You can now make movies of the depth channel.
Depth Channel: Fixed small bugs in Z-near/Z-far dialogs as they relate to rendering.
Frame Viewports: Hot-key f changed to frame only the focus view. Hot-key Ctrl-Sh-F added to frame all views.
User Lights: Added an option Options->UseDefaultLighting to disable user lights and use default lighting in the scene editor:
CAD: Display the angle between selected adjacent edges.
CAD: Highlight values in orange when the mouse moves over the component.
Material Samples: Fix bug where they didn't render when layer 0 was hidden.

Major changes for build 1312 dated December 11, 2017:
Fix #100-010:GLSL materials with more than 4 textures are broken.
Fix #100-011:Rendering a scene a second time hangs
Fix #100-012:Shape rotations don't follow object coordinates in object editor.
Fix #100-013:Object/Move command uses World coordinates when Object coordinates are selected.
Fix #100-014: Shell and Extrude Connected commands can cause spikes.
Fix #100-015: Sliding Resized Figures with IK.
Scene Editor: Add Copy/Paste for Scene Elements.
Object editor: Add Build->SplitSolids command that separates unconnected parts of a mesh or subdivision surface.
Pivot: Add Edit->Pivot->CenterPivot, AlignWithShape, AlignWithWorld commands.
Point Editor: Implement Edit->Rotate->Rotate commands.
Text Object: Add default font to project: type-face, size, italic, bold

Ongoing Anim8or Development / Experimential Track Ball for Arc Rotate
« on: October 16, 2017, 05:51:30 pm »
I just uploaded Build v1.01.1306 to get some feedback on using a Track Ball for the Arc Rotate widget. It allows finer control of rotation in various axes, and in either Screen coordinates or World/Object coordinated depending on that setting.

I'm attempting to make Arc Rotate work better with touch screens. Needing 3 mouse buttons doesn't work so well on them.

My opinion so far: rotation is easier but panning and zooming is a bit harder. I'm experimenting with other ways to do these, maybe using the right mouse button to pan, but that would defeat the original purpose.

You can revert to the original Arc Rotate by checking Options->Debug->Use Original Arc Rotate

Let me know what you think.

Anim8or v1.0 Discussion Forum / Vote for the v1.0 Splash Screen
« on: May 21, 2017, 02:45:51 pm »
Anim8or v1.0 is just about ready to release. View all the candidate splash screens here and then vote for your favorite one here in the Anim8or Challenges forum.

Anim8or Challenges / Challenge #34: Anim8or 1.0 splash screen
« on: April 14, 2017, 09:43:38 am »
OK I agree that Anim8or's splash screen is a bit, well, basic. But I'm not a great modeler and a whole lot of you are great modelers. So here are the rules:

1. It must have Anim8or and a registered copyright trademark symbol prominently displayed. It doesn't necessarily need to be as large as it is now, but it muse be obvious (for legal reasons). Also v1.0 should be somewhere but it doesn't have to be so large.

2. Show off what you do best in Anim8or.

3. You don't have to use every possible feature, just what's needed. But having some dielectric (i.e. glass) and glossy reflective surfaces would be nice.

4. I will need the .an8 project, etc. from the winner. I may need to make changes (i.e. change v1.0 to v1.1, move or change something, combine things from other users, who knows!) If I do I will try to keep the original spirit.

5. The current size of 750 x 450. I keep it small because it is included in the anim8or.exe file.  I might make it a bit larger but might not.

6. Everyone can vote on the winner(s) but I'll have the final say.

7. Deadline is more or less May 15, the deadline I've given myself to get v1.0 released.

8. Have fun!

!!!!! Voting has started. !!!!!
View all the final submissions here: then vote for up to 3 of your favorites! Pole closes next weekend.

Forum Guidelines.

Welcome to the Anim8or Community.
This topic is meant to be a guideline for posting on the anim8or forum. This topic should be read by all members to prevent the crowding of this forum by useless and unnecessary topic/posts.

8) Posting new topics and replies. 8)

Before posting a new topic or reply please consider the following points:

  • First and most important: Is your new topic/reply relevant to the forum community? This is an Anim8or related forum, not a chat room. Use your own judgement to decide whether your post is appropriate or not, but keep in mind that all irrelevant posts will be removed by moderators. Try to save us some work...
    Posts about other 3D software are allowed as long as they are Anim8or related. Commercial posts are not allowed unless they are something that Anim8or was used in the production of, and then only if the main point is to show the work.

  • The one and only language of this forum is English. There are Anim8or users from all over the world and things wouldn't really work if everybody used his native language when posting comments and asking questions... You can always use the personal messages system if you have a good reason to use other language.

  • Be polite and be patient. Bad language of any kind as well as spamming or flaming is not tolerated!

  • Has your question/topic/reply been said or asked before? There is no point in having the same question asked by different members. Or having ten people saying: "This is awesome" or "This sucks" without any further information/explanation.  Please keep posts informative and useful.

  • When breaking the rules, a forum moderator or administrator will remove your post/topic. Moderators can be recognized by the five blue stars by their name and the forum administrator Steve, who has five red stars by his name. Posters of removed posts/topics will be contacted with the reasons of removal.
    When you see someone else breaking rules, please report this to a moderator. This can be done by clicking in the 'report to moderator' button below every post. Please do not reply to the topic/post, let the moderators handle it.

  • More about the forum setup and help can be found here: Forum Help

??? Asking questions on the forum. ???

The forum is here to show and comment on artwork created in Anim8or and to aid those that need help. Most of to members here will be willing to help with your questions and will provide support. We are all here to learn and have fun,
but not every question has to be asked on the forum. Some things are way easier and most of the time faster found by yourself!

Before asking your question(s) on the forum try the following points:

  • The Manual! The manual holds most of the answers to your questions when starting with anim8or. The manual can be found here: The Anim8or Manual or by the click on the link in the toolbar on the left (<--)  and can be downloaded in different languages here: Downloads, also this link can be found on the toolbar left.
    The manual is a basic explanation of anim8or's tools. When starting with anim8or it's highly recommended to start with reading through the manual. When you don't find you answer(s) in the manual go through the following steps:

  • Has your question been asked before? As described above: there is no point in posting the same question again when the answer is already given. Do a search through the forum, alot of questions have been asked and answered before.
    You can search the forum through this link: Search the Forum or by clicking on 'search' in the forum toolbar above. Try an advanced search when you don't immediately find what you were looking for.

  • Can't find your answer on the forum? Search the internet! Some answers to questions can be found in two seconds when you simply search the internet. There are alot of search engines which can help you search: Google, Yahoo, Wikipedia etc. So when you are looking for a tutorial on making a character, some free textures or you just want to know what Normal maps are: The Internet Is Your Best Friend!

:-\ FAQ's. :-\

It's about ten years now since the first version of anim8or was released. You can imagine that some questions have been asked more then once. To prevent from having those questions asked another 1000 times here are some answers to frequently asked questions.

  • I have problems running Anim8or under Windows Vista. What can I do?
    See the Vista problems page.

  • Why don't the point-edit operations work?
    You may need to convert your model to mesh (see Meshes vs. Parameteric Shapes in the manual).
    Make sure your model is not grouped (select it and click "Build>Ungroup" or press "u")

  • How do I select multiple frames on the timeline (Anim8or v1.0)?
    Click one frame and then shift+click another one.

  • Why can't I rotate bones in the figure/sequence/scene modes?
    Use different mouse buttons to rotate around x, y and z axes (see Making a key pose in the manual). If you can't rotate a bone in the sequence/scene mode, make sure the movement limits are set properly (see Flexible joints).

  • How do I post images/attachments on the forum?
    You can add an image/attachment to your post by clicking "Additional Options..." below the text input window.
    You can also use a free image hosting site (such as Imageshack or Photobucket) to upload your image and then use the "[img]" BBC tag to show the image on the forum.

  • Why can't I see shadows?
    Shadows are only visible in rendered images. If shadows don't show up in your renders, follow the instructions in the Manual and make sure shadows are enabled under the "View>Preferences" menu.

  • How do I make a character move?
    To make characters move, they need to be rigged. Rigging is applying a skeleton to your character and then attach the bones to several part of the character to make it move. Rigging can be done using Figure Mode. The movement is later applied in Sequence Mode. When starting out with animating a character, try following this basic anim8or tutorial:
    A Simple Walk.

  • How does the new ART raytracer works?
    The newest versions of anim8or, version 0.97a and up, have a new renderer build-in: ART (Anim8or Ray Tracer). This renderer makes it possible to make real-time reflections and refractions etc.. To render with ART go to render> renderer> ART Ray Tracer. Now when you render something it will be done with the ART instead of standard anim8or scanline.
    If you want to use ART to make raytraced materials, you need use Attributes. Attributes can be applied by clicking on 'Attributes' when creating a material. More about the raytracer and attributes can be found here: ART Ray Tracer

;) Other help ;)

To fully master this or any program, you can't do without help. Here are some useful links to tutorial and texture sites that might help you out in times of stress.

Anim8or related tutorials
Tutorials made for working with anim8or. Really helpful if you just get started in anim8or.

3d related tutorials
Although some tutorials aren't specifically written for anim8or, they can be used while working with anim8or. This because the basics can be translated into different software packages.

Some sites which offer free textures to be used for your projects.

If you find anything wrong with this topic or if something isn't clear, you can PM a moderator or the admin about this.

-Originally posted by Floyd86
Global Moderator.

General Anim8or Forum / Anim8or v1.0 Beta is available
« on: March 22, 2017, 04:50:35 pm »
The third beta release of version 1.0 is now available here with many new features including updated user interface, new modeling tools, and inverse kinematics to speed up animation. Read more about it here v1.0 Beta and download your own copy.

Notes for v1.0 beta 3, dated May 6, 2017:

User views: user views and now global to each project.
New Option: to not select connecting points/edges/faces when changing P/F/E selector. See the File->ConfigureUI dialog.
Trackball: Update active trackball when a bone is clicked on in the track editor or the graph editor.
Fix #100-002: Creating a new Object when in a user view crashes.
Fix #100-003: Importing a Sequence that doesn't have a Figure crashes.
Fix #100-004: User Views can't be changes with Arc Rotate, Mouse Scroll, etc.
Fix #100-005: Texture UV tool is broken in point-edit mode.
Fix #100-006: Renaming a bone causes a crash when adding figure to a scene.

Notes for v1.0 beta 2, dated April 15, 2017:

CAD notations: shows more data about splines, including all selected points. coordinates and selected segments' lengths. This is similar to the debugA=1 hack (for those that are familiar with this.)
Hot Key Changes: Ctrl+N for File->New, Ctrl+O for File->Open, Ctrl-S for File->Save, and Ctrl+Shift+S for File->SaveAll. Smooth shading was changed to Ctrl+U.
Alignment widget: fix general issues with the alignment tool (i.e. the little arrow on the edg of the screen when CAD notations is enabled).
Fix #100-001: Bad Values in Movie Image Properties dialog for the frame rate or aspect ratio cause dialog problems.
FastAA Option: Added a now option for faster AA rendering in the ray tracer. It samples a few points in a pixel and one in each neighboring pixel and decides it it needs to keep sampling or just use what it already has. Check the "FastAA" box in the Render->AA Setup dialog to enable this. Anim8or uses the depth, normal, material, color, etc. of each sample to do this.
Save Art AA Settings to registry: These are saved so you don't have to reapply settings whenever you reload a project.
Fix bug in ArtFresnelReflactor::Sample_f(): that could return negative colors. This fix also speeds up dielectric material rendering be skipping rays with  a very small or even negative weight.
New Scene Attribute: Set the integer attribute to ShowFastA to 1 and you can see which pixels Anim8or was able to accelerate. For an NxN AA setting, the resulting image is BLACK when N sampels are used, ORANGE when 2*N samples are used, and violet, cyan or white for those that use all N*N samples. See the attached image for an example.

Ongoing Anim8or Development / IK tool
« on: July 23, 2016, 02:51:32 pm »
I posted an updated IK tool in build 1247 dated September 4, 2016. The controls have been improved significantly. Here's the updated details:

To add an OK chain: In the Figure Editor, select two bones, one which is the ancestor of the other. Then apply the Build->AddIKChain command.
IK Handle: The IK Handle is shown as a small cube when the IK button is enabled in the Visibility section of the left-hand toolbars in the Figure editor.  You use this to access the IK chain's properties here. Double click to edit, move and scale it with the normal tools.
IK Widget: In the Sequence editor you move IK chains in IK mode. In addition to the IK Handle, the End Effector and move widget are shown. The End Effector is a small icosahedron positioned at the tip of the tail bone of the IK chain. Centered in the End Effector is a 3-axis cross hair for posing the chain.
IK Goal: The goal is the location that you are trying to position the end effector. As you move it around the joints in the associated IK chain will bend to try and keep the end effector aligned. If you move the goal out of range Anim8or will get as close as it can.
Undo: should work for all IK related actions.  Please report anything that doesn't work correctly.

Note: the "Rotate Children" option isn't enabled, so for the time being the child bones will be affected regardless.

To use IK:
1. Add IK controls to a Figure by selecting two bones, one which must be the parent of the other, and use the Build->AddIKChain command.
2. Create a Sequence with the Figure and click on the IK tool. The IK widgets will be shown and the animation key will be automatically enabled.
3. Click-drag on the End Effector to move the Goal in the plane of the screen. You can also click-drag the IK Handle for this. Click-drag on the different axes to move the Goal in the X, Y or Z direction relative to the Figure.
4. If the goal is unreachable, it will be shown separately from the end effector with a dashed line connecting them.
5. Anim8or adds keys for all joints in the IK chain when you move the end effector. All joints are then animated according to their individual keys. This is not the best behavior. I think a better way is to animate the end effector and use IK to position the joints accordingly at each frame. But what I have ready now is a good start :)

New to build 1247:

Locked End effector Position: In the Scene editor you can lock the position of an end effector. Then when you move any part of the figure between the locked joint and the root the position of the figure will automatically adjust to keep the effector in the same location. To lock an effector: double click on the handle and check the Lock Position check-box. Note: currently only one effector can be locked at a time.

Full Body IK: The entire body of any figure can be manipulated. Click-dragging on any bone or attached object will create a temporary IK chain from that bone to the root. This is an experimental feature. There are some issues, such as the temporary effector only moves in the plane of the screen so if you aren't in the proper view it will distort the figure. Of course the normal IK tools still work the same. Please try this out and let me know what you think.

Selected IK Controls: Build 1247 doesn't show the IK widget until you click on the handle to select it. This reduces the clutter on the screen with multiple IK chains. It also makes easier to see what it happening because the IK widgets are now drawn on top of everything.  However when several IK handles are selected the widgets can appear incorrectly drawn.

Future details: restraints on orientation of joints, IK chains that don't have to be ancestors, different IK solvers.

Joint Limits: using limits can help when you are animation.  IK favors the default angle and obeys all joint limits. Without limits you can get some strange

I've attached an updated example project on September 4, 1026.  See the Scene editor which uses the humanoid.

Have fun!

Ongoing Anim8or Development / Off to Italy
« on: May 10, 2016, 04:48:13 pm »
I'm making another trip to Italy until July.  I won't be posting any new updates while I'm gone, but don't worry - when I return I have a lot more planned. I had hoped to post a few more improvements before I left but they just aren't ready yet.

I'll still be monitoring the forum, etc. so if you have any problems let me know.  I just won't be able to fix bugs for a while...


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