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Messages - nemyax

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181
From the description, it's just what the doctor ordered =)

182
Anim8or v0.98 Discussion Forum / Anim8or in Wine: OpenGL refresh issues
« on: January 18, 2015, 09:58:21 am »
Are there any users running Anim8or in Wine on Linux? It appears that the program consistently skips the last frame refresh after every operation. I'm getting this on 32-bit Debian and 64-bit Ubuntu. Pre-selection highlighting helps, of course, and so does pressing Alt to bring up the arc-rotate widget, but the widget stays up after you release Alt =)
It appears that instead of going forward to the final frame the viewport actually swaps back to the previous one.
Is there a way to make sure the last frame isn't dropped on any system? Perhaps an extra OpenGL call that won't affect Windows users much but will improve the Wine experience?

183
ASL Scripts / Re: Script Request Thread
« on: January 17, 2015, 04:26:00 am »
A request for an edge and point dissolve script, if I may.
Here's how it should work:

Edge dissolve (with cleanup)


Edge dissolve (without cleanup)


Vertex dissolve


I'm not sure how best to handle the UVs on seams during edge dissolve. Probably just pick one of the sides and arrange them between the affected UVs on that side.


184
Small correction: the changes for build 1152 are labeled 1150.

186
'F' framing would set the pivot in the center on the object in X/Y/Z
Would it be difficult to frame selected points/edges/faces, as Raxx pointed out?

Moving sideways or up and down would move the pivot.
That's right.

This means you can't dolly forwards beyond the pivot point.
Yes, and you should decelerate as you get closer.

187
Steve
No, not the height.
Suppose you framed an object with F in a perspective view. Now dolly away from it and arc rotate the view. In the scheme that I'm proposing, the rotation still happens about the centre of the object (the arc rotation pivot has stayed put). Currently in Anim8or, it happens about a point that's closer to the viewpoint (the arc rotation pivot has dollied along with it).

188
After a few modelling operations on a mirrored mesh, component indexes become mixed up, and selection is mirrored incorrectly or not mirrored at all. I suspect the Cut Faces tool is to blame, but others might also cause this.
See the attached file for an example. No scripts were used in that scene.

189
My suggestion is to use MMB to dolly instead of zoom.
That would be awesome.

component framing would render this feature fairly trivial
Absolutely. I just didn't dare cram two requests into one thread.

190
this is your problem
No. It hasn't been in years and in a dozen programs, and it didn't start to be today.
johnar, you seem to imply I'm making a nonsense request (that'll be for Steve to decide) and should be using a particular workaround. You also suggest zooming, which in a perspective view means changing the FOV. But this is about dollying, which means moving the viewpoint in and out. There's a place for each of them; zooming works fine already, but it's no substitute for dollying.

191
i'm assuming you're starting from perspective view?
I use a single perspective view most of the time.

lets say i have some objects spread around the workspace, and i want to zoom in on the object in the top left corner.
Select all, F, select object, F. But that's not the point. I want the dolly tool to respect what I'm trying to get closer to (or away from), not change my point of interest. To me it looks like the focus-shifting behaviour is only due to an implementation oversight. You don't get this in any other software.

192
I'd like to raise the issue of the shifting point of interest when you dolly (RMB-drag outside the circle) in arc rotate mode. It was discussed before but no decision was made.
Steve, you never said yes, but you never said no either. Do you agree that the current behaviour should be changed so that the point of interest is retained during the dollying?

193
Ongoing Anim8or Development / Re: 'p', 'e' and 'g' hot keys
« on: January 05, 2015, 04:44:38 pm »
Thanks for the implementation in build 1150, Steve. Vastly appreciated.

194
Ongoing Anim8or Development / Re: 'p', 'e' and 'g' hot keys
« on: January 05, 2015, 03:07:21 am »
the advanced user can do more with the Wings type selection behavior, even if it makes less logical sense
The logic behind it is "make a minimal selection and convert it to what I really want selected". Among other things, this helps you get to components that are hard to get to or obstructed.
In the screenshot below, I really want to select faces for a bridge operation. So I select the shared edges, convert them to faces, deselect the faces I don't want, and BAM.


In johnar's second example, the thinking is "select the same stuff, but in face mode"; this doesn't help much—you could have selected the faces in the first place, and more easily too.

195
Ongoing Anim8or Development / Re: 'p', 'e' and 'g' hot keys
« on: January 03, 2015, 03:04:27 pm »
I'm not familiar at all with how its handled in wings 3d
Wings is different in that only one component type is selectable at a time. Here's what happens.
Edges to faces:


Edges to vertices:


Faces to vertices:


Faces to edges:


Vertices to faces:


Vertices to edges:



I tried an alternate To Edges behavior where any it also selected edges with a selected point. However this seemed to select too much.
I'd say this is the better behaviour. One obvious use is when you want to run a loop through a "star" formation of edges: select a point, convert to edges, connect with j. Right now "points to edges" does nothing.

I'm a little bit confused here. It  actually does still happen with p to g and  e to g  It grows every time you go from e to g. and from p to g.
I think Steve is referring to pressing the same mode key repeatedly. The fact that the selection grows when you alternate the modes is logical and actually useful.

Steve, perhaps you would consider handling conversions from single-type and mixed-type selections differently?

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