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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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Messages - Steve

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1
Ahh, I see what's happening. You need to check [X] Transparent Faces  in the WireFrame Views section of the File->ConfigureUI dialog.

Some graphics chips used to draw the transparent faces incorrectly so I added an option to turn them off. It's supposed to be ON by default but maybe that's not working.

2
Anim8or v1.0 Discussion Forum / Re: Extrusion negative amount
« on: March 24, 2020, 05:28:26 pm »
OK thanks for the suggestion. In the mean time you can see a negative extrustion in wireframe mode.

3
It should already be transparent, with or without using shaders.

4
Anim8or v1.0 Discussion Forum / Re: Morph targets: derive from...
« on: March 18, 2020, 04:58:56 pm »
Thanks for the post. I'll look into it.

5
Finished Works and Works in Progress / Re: Retro*Trek and Anim8or
« on: March 18, 2020, 04:58:08 pm »
Nice work, Arik, or should I call you Red :)

6
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 04:57:05 pm »
Perfect! I can reproduce the error, so I should be able to fix the problem. I tried a bunch of edges from the front view but not from the side vew.

Ill post a new build after I fix it.

7
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 03:48:57 pm »
This should definitely, but, sorry, I can't see which edge is selected in the image.

8
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 11:30:27 am »
Good information. I'll try to reproduce it. But can you post the .an8 file just before you do the flip edge as well? That will make it much easier to find. It might work to use the Undo tool when the error occurs.

9
General Anim8or Forum / Re: Malformed faces
« on: March 12, 2020, 05:09:07 pm »
FWL: I made a special build which can check the integrity of more Anim8or internal structures. You can download it here: v1.01.1367+, March 12, 2020: http://www.anim8or.com/download/preview/files/animcl1367+.zip

To enable structure checks, check the "Options->Debug->Check Structures" command in the menu before loading your project. Then when you are editing it will continuously check for errors in the data structures, including negative normal and texture coordinate indexes.

10
General Anim8or Forum / Re: sharkscene.zip
« on: March 10, 2020, 06:32:34 pm »
Here's a zip file with the scene.

11
General Anim8or Forum / Re: Malformed faces
« on: March 10, 2020, 06:28:46 pm »
This is caused by a bug in Anim8or, I assume. Those numbers represent an index for the texture coordinate which should never be negative. Do you remember if you used and texture coordinate tools? Can you recreate the problem?

Switching versions should not cause this. If an older version doesn't recognize something it normally ignores it or, occasionally, rejects the file.

I'd like to fix the problem but I need to be able to recreate it first.

12
Finished Works and Works in Progress / Re: floating lanterns
« on: March 08, 2020, 08:20:15 pm »
Nice!

13
Yes, this is a bug. I'll look into it.

Thanks!

14
If you want to move something so that it moves in the direction that your mouse does relative to the active view, then you should use Screen coordinates. World coordinates move according to the world's coordinate system no matter what view you are using so that moving your mouse while pressing the Left mouse button (LMB) to the right and left move things in the + and - X world direction no matter what window you are in.

There isn't an Inset Connected Faces command, but it's a nice idea.

Also there isn't any way to snap in individual axes, but it's also a good idea.

15
General Anim8or Forum / Re: Bump maps and shading preferences
« on: February 15, 2020, 05:37:37 am »
seldon is right. Bumpmaps and normal maps both have a precision of 8 bits. The derivative is computed based on a single value for bumpmaps while normal maps have 3 8 bit components that represent the derivative so are normally more accurate.

Note: It's possible to use higher resolution 16b or even 16b or 32b floating point bump and normal maps on GPUs but if the input image is only 8b then it wouldn't help. Currently Anim8or doesn't support fp textures because there are few texture maps in fp format.

FWL That's one reason why GPUs are better that built-in Intel graphics ;)

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