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Messages - Gyperboloid

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61
yes, indeed, cre8or looks coOL...I downloaded it. Seems to be operating.

now I need to learn how to use it. ::)

If anyone has any reference material, do let me know.

or if there is an alternative I should consider.


Woop, cre8or working on your computer ???
What's your system spec? Cre8or version?

62
I dealed with that in v.1.0 a  even, I think.  Custom rotation about 180 , 90 and other angles.

63
Steve, cool !!! For me, Anim8or was followed by those coordinate issues and now when they're almost fixed that Version 1 tag is fair enough.  8)

#100-013 - Object/Move command uses World coordinates when Object coordinates are selected.
Steve
Can you make object coordinate system transforms work for points as well as objects?
Also, pivot rotation in screen coordinates doesn't work in perspective mode, even though pivot moving does. Do you test in perspective?
nemyax: I think Point Move works properly for all coordinate systems, including Object. But Point Rotate looks like it's using World coordinates when it should be using Object.

Pivot rotations has multiple issues, not just in perspective views...


I checked it and yes, point manipulations seem to work properly according to object pivot in all coordinate systems.

As for the pivot rotation I checked it too. It has the same exact issues in all views including the user defined ( global thing ).
Exactly in Object/Axis mode : For the move command the pivot in World and Object coordinates behaves the same, has the old behavior ( in object coords pivot moves as in the world coords, with y and z axes in world coords being reversed, screen coords are fine ). As for the rotation command the opposite happens, in object coords the pivot's rotation works properly, relies on object pivot ( see itself ), while in world coords it relies again on object pivot and not on world axis. In screen coords the rotation is totally strange, something in-between values of axes, but stiil seems to relie on object pivot orientation  ???

Point Move works properly for all coordinate systems, including Object. But Point Rotate looks like it's using World coordinates when it should be using Object.
Yes, that's true. And non-uniform scale behaves like rotate.
By the way, why do you disallow scaling to zero and negative scaling? They come in very handy sometimes.

Checked that too, but seems to have normal behavior also  ::) Though, in Object/Edit the result is visible only when you finish your mouse dragging and not during the mouse movement, as happens ( and which is the correct way ) with scaling ( both uniform and non- ) of points in Point Edit mode.

Sorry for that message blending :P , just don't want to create kind of a chat here, so I just update this reply of mine :
Sorry, I meant non-uniform scale uses the wrong coordinate system (like rotate does), not that it rotates things.

It seems to behave according to screen coords only, in all coordinating systems.

64
What do you think about changing PFE to VFE in the dialog to be consistent with the hot-keys.
I'd suggest changing this to "Extend selection when switching to points, edges or faces" or something like that. "PFE" and "VFE" are unclear and sound like chemical initialisms.

Well, right on the top of it there's the definition of PFE ( or VFE ) - " Points, Edges, Faces " so should not be that unclear. Though, " Extend selection when switching to points, edges, faces" sounds good , maybe even " Extend selection when switching between points, edges, faces ". But don't know if this will fit in the dialog window. May look kind of odd if there'll be a whole paragraph to click on . : )

Well, couldn't imagine that a lot would prefere to stay with the old color scheme, so then there's a good reason to leave it as is.


Gyperboloid:

1) --- What nemyax said :)

2) RMB toggles the V E F enable that you click on. If only one is enabled and you toggle it off then there is nothing left enabled (which is kind of useless, or so I thought) so Anim8or enables V.

3) This is a bug - the box should be checked accordingly. The setting is currently saved in the registry so that when you restart Anim8or it is remembered. However the dialog sets the value of "Smooth Points" instead of "Extend PFE Selection", so when you open the dialog and exit with "OK" the setting is cleared and "Smooth Points" gets the old value, unless you have re-checked everything. I'll fix this.

3A) What do you think about changing PFE to VFE in the dialog to be consistent with the hot-keys.

4) I preserved the old color scheme because some people like it better.


1) Actually, originaly what is the exact name of points ( vertices - Trevor ;) ) in 3D CG ? If it's "vertex" and not " point", then it should be called as so everywhere inside Anim8or, including all commands all settings e.t.c. . And then a hotkey will be given relative to a correct name, and not the opposite I think. After all, we are not playing Quake, right? :D

2) I guess you wrote some lines of code to jump to "points" ( "vertices") when clicking on the only enabled item ( "edges" or "faces" ) with the RMB, to prevent nothing left enabled, right ? So, whouldn't it be better to " jump " to the currently enabled ( it will deselect it and instide of selecting " points",it will enable the " previously enabled item" ) . In other words to stay on the same and not jumping always to points.  ::)

3)OK

3A)As i wrote above, maybe it should be given the name it  ( everything actualy ) has in general in CG and hot-keys will be applied relatively , not the opposite ? ???

4) Yeap, the classic is classic 8). Though I love the new one .

65
Sweet, Steve !!! Though you should check it not from the v.1.0 but form v.0.1 , since this issue was there like always. It was the first thing I noticed since I discovered Anim8or . :) Cool !
Now just some tiny other things, since I don't feel would be a good idea to create more topics just about them and since there's  going kind of a discussion here about relative tools ( commands ) :

1) Why in "Component selection"  in the right toolbar "points" ("p"-hotkey) were renamed to "vertexes" ("v"-hotkey), since everywhere in edit menu there are "point - commands " and not "vertex commands".

2) Maybe the most unimportant thing : ( hotkeys do their job right so we don't touch them ) in p/e/f component selection again, with the use of LMB one item only is selected, while the previous is deselected. With the RMB you add to selection or deselect an already selected item while other not affected ( see deselected ). But , say you have only edges selected, if you click on them with RMB which deselect a selected item , the selection " jumps " on points ( vertexes ) . Whouldn't it be more logical if you click on only selected item with RMB it would do nothing as if you click on the only selected item with LMB ( though "doing nothing" is not exatly correct, since it deselect and select again the same component, right ? ). In other words the command ( RMB ) will " see" that there are no other components selected and it won't deselect the selected one. Just to keep thing as " clean" as possible, though as I said, that's not a bug, so see it as the most low priority.

3)
There was a bit of a discussion on how this should work - some people liked it the to grow the selection and others not. So I made it an option
Wow, nemyax, thanks! It works!... But still, it doesn't stay checked when I open the UI Configuration , the box is unchecked... I don't know if it's a tiny bug or it's my computer's glitch.

Just figured out, that not only every time I open the Configure UI dialog the box on Extend PFE selection is uncheked, but in some manner the Solid View Smooth Points option seems to get randomly enabled-dissabled, while the PFE selection in the work space get dissabled too. ???
I figured out how it behaves exactly. It seems that the " Extend PFE ( why PFE and not PEF :) ) selection " show ( and actually gets ) unchecked everytime the " Configure UI " dialog is called. Though Anim8or remembers  every other box settings status as I leave them, even after programm being closed. It happens no matter right after Anim8or start up, in the middle of the session, in other words not affected by other manipulations. Second to that it seems ( actually is ) the " Smooth point " visibility in " Solid views " in " Configure UI " always,  follows the status of the " extend PFE selection " . If I ckeck the " extend PFE selection " box while leave unchecked the " Smooth points " and hit OK, next time I open the dialog again, the " extend PFE selection " will be unchecked but the " Smooth points " checked. And now if I hit OK as is, next time I will open the " Configure UI "  both will be unchecked, the " extend PFE selection " because it gets so always and the " Smooth points " because it fallows the PFE status. Though that is something that happens to me and only if others can verify the same behavior on their systems it can be called a bug.

4) In the same dialog window there's an option about Anim8or color scheme. Since I don't think some will disagree that the new theme is awsome  8) , is there a need for that extra option in the Configure UI dialog ? Now if there would be kind of a choise to set a user color  :P , though the grey is the best for the eyes and why to " play " with colors in that manner doesn't seem clear. Others thoughts needed.

66
Finished Works and Works in Progress / Re: Salmon
« on: August 16, 2017, 11:22:22 am »
Nice. Have they a skeleton ( bones in figure mode )? What technique did you use, boxe modeling, edges ?

67
Wow, nemyax, thanks! It works! I saw that option back then, but couldn't understand what it was for, since I guess didn't give attention on the new p/e/f selection announce. And actually there's a reason I didn't understand this option in File Menu, since when I checked it, it didn't stay checked after I hit Ok. Though there was a result, but I couldn't see it. But still, it doesn't stay checked when I open the UI Configuration , the box is unchecked, so if I want to disable the extended PFE Selection I have to check the empty box again, then ucheck it and only then press OK to close the dialog window. I don't know if it's a tiny bug or it's my computer's glitch.

Just figured out, that not only every time I open the Configure UI dialog the box on Extend PFE selection is uncheked, but in some manner the Solid View Smooth Points option seems to get randomly enabled-dissabled, while the PFE selection in the work space get dissabled too. ???

68
Well, that, exactly. But I guess you are referring more about user defined object pivot possition in general, rather than center of an object. And for that matter there's the Object/Axis Editor, though an addition to that in Edit Locate menu for exact location of the object axis would be great. As for the center of an object, and particulary quick "reset" of pivot after its random shift ( since I guess that's what most want ), it's not the user who will defind the center of an object, no matter it's a symmetrical or a complex asymmetrical one, but Anim8or itself and doing it always on exact and the only way, by finding actually realy the center of an object by dividing it in half, from the upper ( highest ) to the lower ( bottom ) ( Y - axis ), nearest to the furthest ( Z - axis ) and from one side to the other ( X - axis ), as it actualy did always. The real solution to the problem, I guess, is just to figure out finaly what's going on with that shifting of object pivot position after some non uniform scaling and other scaling manipulations in general.

69
Steve !!! In the new built v.1.0 a  the rotation in the Object Coordinates works perfectly !!! Nice. But it seems to ignore the move command in Object Coordinates and  still has the behavior like in the World Coordinates. I downloaded the file in CoriDavis's post about Object Axis issue, was kind of  not an official built release though ?  ???
And another thing, maybe I can write it here so I wont start yet another topic. I noticed from the build 1152 ( the one I have just before that is the 1146 and it doesn't have that feature, I don't have the in-betweens) , as I remember it's when you changed the way x-y-z buttons were enabled, in Point Editor was added a new super cool way of selecting faces-edges-points. When you use hot keys x-y-z or in tool bar "Component" section, every time one type of elements ( faces-edges-points ) can be selected. When you select an edge then just hit "faces only selected" ("g") and every face to that belong that edge will be selected. The same works in opposite, like from faces to points, select a face, hit "v" and the vertexes of the face will be selected. In addition to the "Grow face selection", "Invert selection", "Select all", " Select face edges" ( this one still works, hot key "t", but removed from Edit Select menu  :P )" Quad Ring and Loop select" and other the selecting possibilities are huge.
But, with the official reales of v.1.00  you removed that possibility . Was all that intentional ??? Don't know what others think about it though.

70
Nice neirao. 8) Though if Steve will implement it into Build menu in Object Editor will be good.

71
Yeap, a "reset object pivot" whould be a good addition. But should be carefully implemented, like the pivot should have the same orientation ( has the same rotation values ) as the object and not being only set to the center of the object with zero orientation as it does with the join solids command. Also maybe more than one options would be good to have, like set the pivot to the center of world pivot and set the pivot to the upper/lower/left/right corner of the object. That would help in further manipulations on the object like specific rotation and such.
While it is not available yet, the trick somebody can do to simply reset the object pivot to the object's center is to use the " Join Solids" command from the Build Menu as mentioned above, to only that object, since there is no restruction on the number of solids can be joined ( so you can join a single mesh...well to itself ). The only " problem" is that you loose the name of the mesh(es) from that you gave it to the standard  "mesh#" that Anim8or gives it when using the Join Solids command. Other restruction is that you can apply it to one mesh per time ( else, you simply will join several meshes to one with its pivot somewhere in the middle between meshes ) , which wont happen if Steve will implement it so you can reset multiple meshes at once. And the last thing is that after the command, the object pivot gets reset according world pivot, so if you rotate the mesh you may get a result different of what you realy want. See the picture. A cube with a name " little red Cube " ( mesh) ( A ): move its axis in Object/Axis Editor and get the mesh (B), simply rotate the pivot and get the mesh (C) and move and rotate the axis so you get mesh (D). With the Join Solids command ( 3 times , one mesh per time ) you get 3 cubes with names "mesh01", "mesh02","mesh03" e.t.c. BUT, if you have a mesh with orientation different than 0,0,0 like the cube (E) with move pivot or without (G) when you will use the Join Solids command they become as cube (F). Though if Steve will add the "reset pivot possibility" it should go from cubes forms (E) and (F) to final result of cube (G). Don't know actualy if it's possible to implement something like that since the object's orientation relies on the orientation of object axis and not the opposite. ::)

72
Finished Works and Works in Progress / Re: Enhanced Hovercraft file
« on: August 15, 2017, 09:57:31 am »
Edited an old file of mine...Thought I could 'trick it up'.

Added a morph...[ The Dalek tracks in the sand ]

Not editing the UV  created the straight lines making it look logical. 8)
Also added a few sand pebbles, too but you have to look hard to see them drop off end of ramp.

https://vid.me/ppBa3



Ha, I saw the animation first and then read the post and I thought it was a plane that was moveing under the robot .
Nice touch on the lamps /eyes  ( ?;D)

73
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: August 14, 2017, 09:25:39 am »
Yeap, Kreator, this question popped up during modeling, and I actually had it along my other questions for ever. That's why I think creating a thread about modeling whould be a supa-dupa idea, since everybody can say a word or two about it, especialy when there are some advnced old timers  here on the forum. As for the house/room building particulary, I had a question how do everybody modeling such things since there are some ultra photorealistic renders of interiors out there. Does that thing "work", the "faking"? I mean I have seen some stills, images and lot of the time artists provide the wireframe pictures of the scenes and while on the renders you see an almostlikeinreallife view, in the wireframe you realise that there are a bunch of simple planes and almost low poly objects, that with a good use of textures , lighting and of course a bunch of specific plugins give that superb final result.
You see, there's kind of a paradox with me, maybe a wrong view on that theme. As goes for CG 3D it's kind of a whole " fake thing"  in general  .  But the funny thing is that I think that there should be as less as possible faking inside it. I mean things like fake modeling, sticking objects in other and stuff instide of " like in real life " modeling e.t.c. But since there are thousands of good renders out there and everybody use that faking less or more, my point of view is wrong and I have to review it :)
Now about the particular project, yes it was like hard time to model it, just in terms of time of course. Since I wanted to create a copy of an existing place, I used Anim8or CAD measures with an accurasy of 1 cm ( 1 Anim8or unit = 1 cm in real world ). And it was pain to click every time almost every single edge to see its length, the position of the points e.t.c. But I'll see through all that buiding theme of course later to figure out how things work better.

74
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: August 13, 2017, 08:53:39 pm »
Wow, nostalgie  :-X
I'll restart this thing all over again. And I mean the Lab in general, not the models I originaly posted like...ages ago  :o ( though I think that I'll recreate them somewhen in the future...maybe ). As I said years ago, in my last post here, I'll keep things simple but correct though. Some projects in progress, but mostly some finished models, while most of them I think for some time I'll keep posting  untextured, no scenes, no lighting set up . After some time I'll start add mostly finished projects, still renders. Finaly, hope I'll do some animations.
At the same time I want to start in the General Anim8or Forum something like a modeling thread, dedicated to modeling in Anim8or specifically. Everything about modeling in Anim8or, like from how to drag an edge properly to some more complex things, usage of all tools available, some hidden tricks and possibilities. It will intend to help mostly begginer users ( as me myself, despite the fact I downloaded Anim8or for the first time 7 ( !!! ) years ago ). But also advanced users maybe will find new approach to already known to them aspects and in general it will be interesting to see how others anim8ing  8). I think a " How whould you do it " topic name will fit in.
Now, as for the current thread, to give a kickoff, I'll post a WIP of an appartment which I started modelling not long ago ( like 2 months ago, spent about a week ) and which was the reason to return to Anim8or again. Though I haven't touched it for 2 months ( and wont do so for another one for sure, due to be busy ), I hope I will have some progress and maybe will finish it before the end of the year ( lot of things to do, as the original idea was to create a whole exact copy of an existing room, while to also add some stuff that does'nt exist to see how it will fit in.)

75
 ;D Hah, funny! And that will be great. Many ( if not all ) expressed a wish for that. As for the "l" short cut, since none of the commands in the build menu, exept for group-ungroup (g-u), have any short cut at all,it's definitely not a problem at all. Then maybe if it's not a hard thing to do, to remove this possibility ( split solids in Point Editor ) by simply "turning it off" as it happens with other commands when the requred elements are not selected, so the "l" short cut will cut only selected edge loops and do nothing, as it supposed to do, when edge loops are not selected?

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