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Messages - FWL

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16
Anim8or v1.0 Discussion Forum / Extrusion negative amount
« on: March 22, 2020, 05:39:02 pm »
Hello Steve,

I don't know if it is a bug (if not then it would be a feature request  :)). When extruding a face with a negative amount (inwards) I don't get visual feedback of the amount of extrusion (besides the numerical indication in the lower status bar). The selected face stays on its original position until you let go of the mouse. Then it snaps to the new location. This makes it difficult to be exact with the depth of your negative extrusion. When extruding outward it does show the amount in realtime.

17
General Anim8or Forum / Non-uniform scale and coordinates system
« on: March 20, 2020, 09:19:22 am »
Hello everyone,

I had a question about the non uniform scale tool. Does this tool always uses the screen coördinate sytem as reference for the scaling? Because when I non uniform scale an object in object or world cooordinate system and lock it to one axis, I get a sheared result when I am in a user perspective and not in line with the axis like in front or top view etc.

Also is my assumption correct that moving the pivot point of an object only changes the rotational point and scaling point for an object and does not changes the origin of the objects coordinate system?

Thanks again!


18
Anim8or v1.0 Discussion Forum / Morph targets: derive from...
« on: March 16, 2020, 05:34:32 pm »
Hello Steve,

I don't know if it is a known issue but when I make a morph target derived from a previous morph target, it only works if I don't change the default name of the new morph target that Anim8or has given it. Otherwise the model doesn't snap to the morph target that will be used as starting point. So it works if you leave the name unchanged, like 'morph03' but it wont work if you name it 'letter A' for example. It works like this for me in version 1.00b and the latest development version.

19
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 05:17:11 pm »
Thanks and good luck!

20
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 04:16:23 pm »
No, I'm sorry. Here is a printscreen with the mesh visible

21
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 12:44:25 pm »
Steve, I have a file just before the error pops up. When you flip the edge selected on the image attached then you'll get the error. I hope it's helpful.

22
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 11:41:08 am »
I'll see what I can do. Undo as I recall doesn't work. It undos the flip edge but not the face coordinate problem. When undo-ing and saving you still get the error at reopening. But I'll see if I can save after each editing step and create the pre fatal step history this way.

23
General Anim8or Forum / Re: Malformed faces
« on: March 13, 2020, 08:41:13 am »
Hi Steve,

I've tried some modelling with the check structures on and the error ocurred again. I got a pop up warning for bad uv coordinates, when I used the flip edge tool in subdivision mode. So considering the previous occurences of this issue I've got the feeling it has something to do with the edgeflip tool. I've attached both the corrupted file and the repaired file. 

24
General Anim8or Forum / Re: Malformed faces
« on: March 12, 2020, 06:01:21 pm »
Hello Steve,

Thank you for the test version of anim8or! I will try it out. I repeated the excersise with the 3d head and ran in to the same error again. It happened when I extruded the three connected faces at the tip of the nose and then scaled them down. I was working in subdivision mode with the working subdivision set to the default of 2. After scaling the three new faces at the nosetip, they became a hole (this is also something that happens once in a while in subdivision mode). I then switch to object mode and set the working subdivision to 0 and entered Point edit mode again. The new face now did show. Right after that I did a save and tried to reopen and got the error message. Two faces have a negative integer in their values. They are in the proximity of the faces I edited but not the edited faces themselves. The two faces with negative integers do border on/adjoin a face I did an edge flip on to redirect the edge flow over the nosebridge.  I don't know if this information is useful in indentifying the issue. If I find something new with the test version I will let you know.

25
General Anim8or Forum / Re: Malformed faces
« on: March 11, 2020, 04:22:05 pm »
Hi Steve,

No I didn't use any uv tools, at least not as I remember. I wil try to recreate it. How can I show the history of the edits? Is there a log file I can generate, or should I ramp up the undo history and can I export that in a way?

The tools I used besides the normal tools like move and extrude of course were point slide, non uniform scale on edge loops to straighten them out, bevel on edge loop to create two edge loops.

And I've converted the subdivision model back to mesh and back again a couple of times with subdivisions set to zero when converting back to mesh.

26
General Anim8or Forum / Malformed faces
« on: March 10, 2020, 03:18:57 pm »
Hello everyone,

While doing an exercise modelling a head I ran into the problem that the project file had an error when attempting to open it again. When I read the project file in a text editor I found faces with a negative integer/number. When I deleted these the project would open again. I filled the holes again with new faces and saved the project and the problem was gone. I still have some questions relating to this problem though:

- How do these faces arise? Just bad beginner modelling or are there other triggers?
- Can switching between versions of anim8or cause this?
- Can converting to subdivision and back to mesh again cause this?
- And how can it be that filling the holes with the same faces again doesn't result in negative integers/numbers?

To illustrate  I attached the broken project file, the file with the corrupted faces deleted and the repaired file. It's a beginners attempt to learn edge flow topology so it isn't pretty ;-)

Thanks again for your help!

FWL

27
Hi Steve,

Thanks for your response and the forum issue is fixed again!

I also ran into possibly a bug in the latest development version 1363. When you load a reference image and want to undo an edit on an object, ctrl z also 'unloads' the image from the plane. In version 1.00b this doesn't happen. I don't know if this is a known issue?

28
General Anim8or Forum / Editing objects in world object or screen space?
« on: February 19, 2020, 04:32:14 pm »
Hi everyone,

While learning modelling in anim8or I have a few questions:

I have a question concerning the different coordinate systems/spaces. I thought that object space would be the best to edit object (points, edge and faces). However when I try to move verts on the back of the object the movements are mirrored to the mouse movements, which sometimes makes it feel like riding a bike with your hands crossed on the handlebar. Is this by design, because movement in objectspace is relative to the origine of the object? Moving points in worldspace acts the same. Or should I do my edits in screen space?

Is there a way to inset connected faces, just like extrude connected? Like a sort of combination of extrude connected and scale within a plane?

Final question :)! Is there a way to temporarily snap to an axis? So when yoy have x and y selected, you can temporarily only snap to x for example? I know you can 'solo' an axis with shortcuts 'x' 'y' and 'z' , but if you want to go back to a mode where x and y are both latched, as far as I can tell you have to do this with the mouse. Or is there a shortcut for latch x y or z?

I hope my questions are clear and thanks again for your help!

29
General Anim8or Forum / Re: Bump maps and shading preferences
« on: February 14, 2020, 05:56:32 am »
Thanks for your response, Selden!

I will try them both and see what fits my needs the best.

30
General Anim8or Forum / Re: Bump maps and shading preferences
« on: February 12, 2020, 04:39:30 pm »
Oh I forgot, does it really matter CPU/memory-wise if you use the bump maps or normal maps? Or are there other reasons to choose one over the other?

Greetings,

FWL

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