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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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 61 
 on: June 22, 2020, 12:47:10 pm 
Started by davdud101 - Last post by Kevin Gales
Well If I had a situation like that I would pretty much solve it like in the picture below....It is not a good practice to have a face with more than five points...

 62 
 on: June 22, 2020, 12:19:19 pm 
Started by davdud101 - Last post by davdud101
Is there any way to select two points and have Anim8or basically cut across/connect them like the Topo knife?

I wondered about this for a while, often times to avoid weird geometry issues I end up needing to cut across faces to create more lines on a model. Sometimes this can be unorthodox with setting the right view angle.
Why not use the connect points tool or maybe select the edges and use the connect edges function?

Is there any way to select two points and have Anim8or basically cut across/connect them like the Topo knife?

I wondered about this for a while, often times to avoid weird geometry issues I end up needing to cut across faces to create more lines on a model. Sometimes this can be unorthodox with setting the right view angle.
Why not use the connect points tool or maybe select the edges and use the connect edges function?


Woah!! I've been looking for something like connect edges for a while. Tbh all these years I've been thinking it was supposed to be similar to merge points. I've been using Cut Edges and then drawing across with the knife tool.. that'll save some time, thanks!


As far as connecting two point across a face, "Connect points" seems like it'd be the name of the exact function I'm looking for. but I can't find anything with that particular name. Hopefully I'm describing it right - this happens on faces with 4 or more points. when they are not completely flat, or when there are curved profiles and such, like in the photo I attached to this post (I realize this isn't a "valid" method of modeling objects, but I use Anim8or a lot for CAD as opposed to rendering so I often just want to rough out a profile)

 63 
 on: June 21, 2020, 11:49:51 pm 
Started by Steve - Last post by johnar
ianross Hi.
 I use postimage.org. They're really good.
 just copy the 'direct link' they give you, paste here, select, and then click the little 'insert image'  button, below the 'B', above the 'reply to topic' box.

It puts  [/img]   at the end of the link  and  [img]    at the begining. 
 I  noticed your first '[' was missing in your example above.
 and yes, the link provided by postimage has  a file extension.  (.jpg)

 64 
 on: June 21, 2020, 10:27:38 pm 
Started by Steve - Last post by Alpha2
Alpha2: I've updated the way these settings work in build 1382. See if they work better.
Okay so far IK handles no longer appear in renders unless you were last using the IK tool, so this at the very least makes me happy! They still appear when rendering an image or movie if you had the tool selected but, I guess I'll just have to remember to switch off of it before a render. A locked camera is locked period, yay! I tested by locking both together locking it's properties and individually placing it on a locked layer, scroll wheel or other accidental camera movement does not result in a key frame in either case, thank you!

While testing just now:
I ran across an instance when after a render the scene mode GUI became locked for lack of a better description. I couldn't scrub the timeline and the keyframe button was unresponsive. I escaped this frozen state by rendering an image after which it was fine. My theory in that moment was that maybe I'd tabbed out of a video render while typing this post and when the render was done it got stuck switching back to scene mode, but this seems not to be the case on a attempt to replicate. Might be nothing but thought I'd mention for the sake of thoroughness, and I'll keep trying to repete it.

Also, I don't know if it's ever been brought up: when rendering a range of frames, the Movie spec editor never seems to remember the first frame number even if it's just frame 0. It will remember the last frame, but you always have to re-enter the starting frame number otherwise you get the error "start frame: malformed number". It's not an issue if you always render all frames, just when doing a range. The video resolution also defaults back to 640 x 360  rather than the last resolution I entered for some reason despite the codec setting. If I recall it used to only default between sessions, but it's doing it after every render now.

 65 
 on: June 21, 2020, 09:24:15 pm 
Started by Steve - Last post by Alpha2
Oh geez! Sorry I didn't get back to you sooner, Steve. I'd been wrapped up in working on some of my projects I'll give it a look right now.

 66 
 on: June 21, 2020, 07:14:37 pm 
Started by ttsnim - Last post by ttsnim
Thank you so much!
I will be working on expressions through morph-targets, and her hair, this week.

 67 
 on: June 21, 2020, 03:54:40 pm 
Started by Steve - Last post by Kevin Gales
ianross: I 'm going to add built in import for papagayo .dat files.
Yeah do that..the dat file contains plain text and pretty straightfoward

 68 
 on: June 21, 2020, 03:50:31 pm 
Started by davdud101 - Last post by Kevin Gales
Is there any way to select two points and have Anim8or basically cut across/connect them like the Topo knife?

I wondered about this for a while, often times to avoid weird geometry issues I end up needing to cut across faces to create more lines on a model. Sometimes this can be unorthodox with setting the right view angle.
Why not use the connect points tool or maybe select the edges and use the connect edges function?

 69 
 on: June 21, 2020, 03:32:13 pm 
Started by Kevin Gales - Last post by Kevin Gales
Nice work... accurate with valve slides and such!
I tried to add as much detail...but I got tired...😂

 70 
 on: June 21, 2020, 03:19:28 pm 
Started by Kevin Gales - Last post by davdud101
Nice work... accurate with valve slides and such!

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