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Messages - Trevor

Pages: 1 ... 6 7 [8] 9 10 ... 15
106
Wireframe is no different to solid if you use transparent faces.
If you uncheck that then wireframe is faster.

Trev

Hardware mode:
Sequence mode subdivision 31fps
scene mode subdivision 15fps

sequence mode mesh 31fps
scene mode mesh 20fps
scene mode mesh wireframe (No semi-transparent faces) 22fps

107
I too was mistaken, the name is its manufactoring size (eg, 130nm, 22nm, 22nm, 14nm etc)

You were right to provide the number, as even within each lithography they divvy up the specs.

I havnt closed any other open apps as I am working on them, but converting the subdivide to mesh (same polycount) results in a 0.2 fps increase from 3.6 to 3.8 in scene mode. (I ran it repeatedly and took the average)

OGL is running is software mode at this time because of the other apps open (even though PerfectGold uses DirectX)

When I take a break, I will run the scene again in hardware mode.

However, as steve has already indicated, you have modeled excessive faces on the head, eyes and hands. :P

Trev

108
Steve, what i7 do you have?

i7 is a catagory and means "Performance", where i5 ="Efficiency" and i3 = "Value"

The Specs of the chip are in its name, i.e. Northwood, IvyBridge, Haswell, Broadwell etc

As for the model, Ill need to try it again later to see if there are any differences between subdivide and mesh at the same polycount.

Trev

109
I also loaded your project and noticed some things.

When I load the object or figure its fine, but when I enter sequence mode it slows down dramatically.

When I press play in sequence it playes at 8fps, yet I can drag the timetrackbar accross the screen and play the animation at probably double that (pretty much as fast as I can rotate round the object in arc rotate, which while slower than in object or figure mode, is still a lot faster that 8 fps)

Scene is also the same.

I noticed that while you said there were no textures, when I downloaded the zip it did have textures, the eye and metal.
I had no problems with these at this time.

Trev

110
That calculation while correct comes in 2 flavours.
The second is
(400,000,000/1024)/1024=381MB

heh, what is the average texture size people are using here?
My average is 64x64x4 and my largest would have to be 3200x1600x24 360 panorama

Trev

111
Steve, Im not sure that refrence images should be exported in obj and stl.
Im not sure when they started to be exported but it means removing them before exporting which I forget since they are in a hidden layer.

Refrence images should be an8 only, If they are to be exported they should explicitly be converted to mesh.

I guess you could add a questionbox on exporting stating
"You have 1 or more reference images in this object.
Do you want to export these too?
YES NO"

Trev

112
Maybe Steve would consider generalising Shift+LMB as a substitute for MMB. It doesn't seem like that would be in conflict with any current bindings.

Quote from: Steve
LMB+Shift: Dissolve edge or point.  Does not clean up since it's sometimes ambiguous to know what to clean-up. It's simple for the user to click again to do thins since it's just a repeated click.

Its already taken too, just like Ctrl+Shift+LMB was.

Havnt heard anything on Ctrl+Alt+LMB yet, it should work so long as you press ctrl first. If you press Alt first it should use Arc-rotate. Arc-Rotate MMB action can still be done via eye>scale for those on some laptops

Actually, its funny, the laptop I was using actually has scrolling sides, but since Win10 the driver doesnt allow it. The mouse options have a tone of stuff to do with it, but it never functions.

Trev

113
I like the history F-Key.
I assume it would work like this:
Object Mode > Point mode
F2 returns to Object and press again returns to Point.

Select > Box Select > Scale
F2 returns to Box select, pressing again returns to scale.

Or would pressing F2 keep going back untill it reached Object Mode?


FromSoySauce, do you know that all PE and F buttons are enabled from the offset in the latest versions?
That means you dont need to switch mode to select a point or face.

If you still want the single cycle then I can see that auto-conversion will not work for it (as selection gets ever bigger, I use this technique sometimes so its rather usefull on its own, but now for cycleing)

Trev

114
I finally worked out how convert to splinen works

http://www.anim8or.com/smf/index.php/topic,4839.msg39835.html#msg39835
"EDIT
I  have just realised how "Convert to spline" works.
You have to go to PEF mode and then select on edges that dont connect back over themselves (eg, on a cylinder, cut the top off, then only select the perimiter and ignore the crossing lines(Triangulation)) then click "Convert to Spline"
So, this should be dissabled on object mode to denote it cannot be used.

With this method I extruded a line, used shell tool on it, deleted the "Raised" verticies, removed all faces and cross connecting lines on bottom, then finally selected the Inner and Outer Perimiters and said "Convert to Spline" to get back legnths on screen."


Trev

115
Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: February 09, 2016, 04:30:22 pm »
Just thought Id Highlight a few needed features that were stated previously.

DebugA works great, I forgot about it and needed it, thanks to a few posts up I was able to see all legnths of lines.

Corner Angles are still needed (Maybe toggle like DebugA)

Splines need the ability to join or else, what does "Convert to spline" work on, so far it has never worked for me.

Lines need a tool to add "Thickness", I tried my making a line path a mesh and used "Extrude Edges" but nothing happened, I also tried "Inset" but that requires a face.
It would be good if that could work with lines from the offset (just like shell mode, add thickness would draw aditional lines a set distance away from the original line with mouse drag (or dialoge per line segment))

Then the line can be extruded or lathed with the thickness already set.

The reason for wishing the feature at the line stage is for drawing more CAD style with the numbers.

If we drew a single line and then lathed/extruded into a mesh and then shelled, we loose the line legnths.
I am not requesting line legnths on mesh as we have already seen the mess, so Im requesting a feature to be brought forward to the planning stage of drawing.

Thanks,
Trev

EDIT
I  have just realised how "Convert to spline" works.
You have to go to PEF mode and then select on edges that dont connect back over themselves (eg, on a cylinder, cut the top off, then only select the perimiter and ignore the crossing lines(Triangulation)) then click "Convert to Spline"
So, this should be dissabled on object mode to denote it cannot be used.

With this method I extruded a line, used shell tool on it, deleted the "Raised" verticies, removed all faces and cross connecting lines on bottom, then finally selected the Inner and Outer Perimiters and said "Convert to Spline" to get back legnths on screen.

This is a very long way round, but at least I know it can be done now.
Im not sure I want to teach my dad how to do that though....

Attached was suppoosed to be a working example, however it crashed when I edited the path/spline

116
Ongoing Anim8or Development / Re: Topo Tool
« on: January 31, 2016, 05:17:56 pm »
How do you get mirror mode to work, it always crashes for me or simply does nothing, oh wait, it makes my model dissapear, doesnt matter what I use as mirror source, it just dissapears.

I can undo to get my model back.


The only mirror I can use is "Mirror Image" which I do last for symetrical objects like an engine cowl.

Trev

117
The boolean scripts work most of the time, but I found they got stuck with high poly counts for 2 reasons. 1 High poly counts bring the script to a crawl, 2 the more polys, the greater chance for errors and holes.

I made a screw thread and boolean subtracted it from a cube, it left many holes and inverted faces.

So, best to use simple stuff, subtracting a cylinder from a cube is fine so Im sure its poly-count related. (cylinder being 3-32 sides while screw thread was (32*6)+(2*(6*32)) which was a lot of faces. (if interested on my maths, I used the spring plugin with 4 sides 6 loops at 32 per loop. Boolean union spring and cylinder removes inner 2 sides)

Trev

118
Ongoing Anim8or Development / Re: Topo Tool
« on: January 30, 2016, 06:25:32 pm »
Ah, cheers, ok, I think I see it now compared to your video.

Its almost the same princible as deleting them except that it auto fills and to avoid malformed faces, adds lines to non removed lines.

Although... he did have a malformed mesh at the end of the video.

Anyway, I think I will wait untill things are set before learning how to use this tool, although I really do like the face and UV preservation. It beats the hell out of Delete > fill holes > re UV.

Trev

119
Ongoing Anim8or Development / Re: Topo Tool
« on: January 30, 2016, 12:12:32 pm »
I dont have either of those, I only have an8.

Mostly because an8 still supports all my hardware configurations and OS's but the others dont and havnt for a long time.
Not to mention that I have absolutly no idea how to do anything in them except maybe place a primitive.

Since you seem good at making videos, perhaps you could make a comparison vid showing the same features in blender.

As you say, showing individual polygons is not good for examples sake, but that sword you made showed clearly some feature alteration requests.

Trev

120
Ongoing Anim8or Development / Re: Topo Tool
« on: January 29, 2016, 01:37:28 pm »
Nice vid.

ok, I see what the problem is, it really is that perimiters need to be deleted.

I still dont get how an8 will know how to connect faces like you show, but Ill let steve deal with that hahaha.

I havnt really used the tool fully yet, Im still doing things the long individual way (knife, add edge, Shift+J etc)

If this tool is still subject to change, I will leave it untill its settled. I know what Im doing as I do it now.

Trev

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