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Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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Messages - Sluggs

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Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 17, 2017, 08:37:59 am »
It's a neat addition to the original!

General Anim8or Forum / Re: Pixie3D
« on: April 19, 2017, 11:53:18 am »
Anim8or's my bitch and I'm faithful to her, so ner!

General Anim8or Forum / Re: Saving a view at an angle?
« on: January 08, 2017, 07:48:09 am »
and this is one of the many reasons why I love Anim8or so much!  8)

General Anim8or Forum / Re: Anim8or CHM help integration?
« on: December 25, 2016, 11:56:05 am »
You have to put the help file in your Anim8or folder for it to work.

Edit: NVM! That works for the .hlp file, but not the .chm file. :D

Anim8or v0.98 Discussion Forum / Re: Wrong texture mapping after point edits
« on: September 07, 2016, 02:45:24 pm »
Sometimes one must re-edit *after* the uv map has been applied in order that the surface mapping be properly distorted along with the changed shape of the mesh.

Yes, you're quite right! I had totally forgot about that! (Like when you have to UV map a pipe before bending it!) :-)

General Anim8or Forum / Re: How Do I Realign My Object
« on: September 07, 2016, 12:38:17 am »
Build/Join Solids

Anim8or v0.98 Discussion Forum / Re: Wrong texture mapping after point edits
« on: September 07, 2016, 12:24:30 am »
What can you expect after re-editing something you've UV mapped? :o You'll have to UV map it again!

General Anim8or Forum / Re: Problem extruding on a path
« on: September 06, 2016, 11:42:15 pm »
On the first path, you have to "Build/Join Splines" otherwise the final mesh will be messy. :o

PS. Your main path is faulty and you should make a fresh one.

Well that's strange; it's not doing it now! :-[ Maybe it only does it when system resources get low? (Just been out for a walk, so the computer's been off a while)

I can't upload video's as my internet connection is weak.

If it happens again after doing something specific, I'll update this.

Also, funny how I've had this issue for a while, post about it, then it goes away! ;D

Usually when I detach faces, some edges get left behind and I have to delete them, and sometimes, there can be a lot of edges!

(If you want to see this, just subdivide the faces of a cube, select a few, then detach them)

Can they be made to not remain? ;D

I've found something else...

1) The "U" key is mapped to both "Subdivide Faces" and "Texture UV" so that key can't be used to subdivide faces.

2) Is the following a bug or feature?

When you select a face/face(s) in Point Edit mode, go to Object Edit mode and do Join Solids, the selected faces vanish from view as if they get deleted, but come back when you click in the work area in Point Edit mode.

Oh, BTW, there's a spelling mistake on the main page: "There are still may areas that need improvement"

Ongoing Anim8or Development / Re: Off to Italy
« on: May 22, 2016, 05:24:19 am »
Have fun, Steve, and thanks very much for that last bug fix! :)

It does, and it doesn't! ;D

If I place the point of the cursor near a point and hilight it from the right side of the point, it works, but if I hilight the point when the point of the arrow is on the left side of the point, then it doesn't! :(

But, yeah, it works; sort of! 8)

Edit: Actually Steve, it's perfect! (I had both "Vertex Select" and "Edge Select" selected under "Component" when I tried it, and when I changed it to just "Vertex Select" it worked perfectly!) < I guess that is what you meant previously when you said to disable edges!

Thank you very much for this! :)

Oh my, and yay! 8)

The point was hilighted (I don't expect to be able to cut from a point that's not hilighted/selected)

Sorry, I don't know what you mean by disabling edges (that I would want to cut through), and see no option for that.

I'd use 0.98 for this, but we can't disable the other axis's.

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