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Author Topic: Feature Request Thread  (Read 315237 times)

selden

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Re: Feature Request Thread
« Reply #195 on: September 08, 2015, 07:56:52 am »

Trevor,

People use hightmaps with a variety of sample depths, which is why I was so vague. Most recently I've been struggling with GeoTIFFs with 32bit floating point values. The GeoTIFFs have been winning. :(

I understand that Anim8or's displacement (if implemented) would be limited to processing gif, bmp, jpeg, and png formats, but that'd be fine, especially if it supports the 64K shades of grey provided by the PNG standard. (256 shades sometimes can result in visible height steps.)

Thanks for the reminder about Terrainimator. I'll investigate that and L3DT.

FWIW, Blender has a Displace option, but it's very difficult (for me) to use and isn't providing the results I need.

Thanks, again!

Edited to add:

Although the original Web site no longer exists, instructions for Terranim8or v7.10.1 are available at http://web.archive.org/web/20120302161126/http://biederman.net/leslie/terranim8or/instructions.htm
and its Zip file can be downloaded from http://web.archive.org/web/20120302161126/http://biederman.net/leslie/terranim8or/download7zip.php/?filename=/Terranim8or7101.zip

« Last Edit: September 08, 2015, 08:07:41 am by selden »
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Selden

selden

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Re: Feature Request Thread
« Reply #196 on: September 20, 2015, 12:41:09 pm »

A followup:

Unfortunately, Terranim8or is limited to meshes with a max of 1K subdivisions on a side (1 million vertices) and has a bug such that the resulting mesh is rotated 90 degrees with respect to the surface texture coordinates. While one can reproject the surface texture using Anim8or's texture UV feature, it's still quite annoying.

Also, the free version of L3DT is limited to using textures that are 2K on a side.

*sigh*
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Selden

Hypure

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Re: Feature Request Thread---animated texures
« Reply #197 on: November 23, 2015, 05:26:27 pm »

1. Keypoints for texture changes based on presets in object editor ...Location and/or texture switch.  Former could have a work around for the latter.
2.  a temporary save upon rendering a movie that would allow you to continue working within Anim8or.
« Last Edit: November 24, 2015, 05:55:39 pm by Hypure »
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Hypure

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selection that you can pull outside of current window
« Reply #198 on: November 25, 2015, 05:43:43 pm »

meaning small windows can "function" as larger ones.   In other words moving an object great distances without double/triple click and drags.
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Hypure

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I wish the track ball worked on the elements on the timeline.
« Reply #199 on: November 29, 2015, 03:36:52 pm »

up and down scrolling when mouse is in that area (object01-02-03  etc.)   
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Steve

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Re: Feature Request Thread
« Reply #200 on: December 02, 2015, 11:55:48 am »

Hypure: Scrolling will work everywhere in the next post. I found the bug that was blocking it :)
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Hypure

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cool, it's the little things!
« Reply #201 on: December 03, 2015, 08:04:27 pm »

Those are always highest on the wish list.
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Deepthought

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Re: Feature Request Thread
« Reply #202 on: January 12, 2016, 05:58:06 pm »

Steve, would it be possible to animate bone length? also, in figure mode, It would be nice to be able to choose how an object is mirrored when added to the figure.
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Steve

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Re: Feature Request Thread
« Reply #203 on: January 12, 2016, 09:16:04 pm »

Deepthought: good idea.
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Smirkyguy

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Re: Feature Request Thread
« Reply #204 on: January 13, 2016, 10:15:57 am »

+1 to animating bone length
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thecolclough

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Re: Feature Request Thread
« Reply #205 on: January 13, 2016, 01:15:58 pm »

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Raxx

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Re: Feature Request Thread
« Reply #206 on: January 13, 2016, 01:23:28 pm »

Rather than just length, how about scale? Length is, afterall, just one portion of the three axes of scaling. Animating scaling and movement of bones is in all modern animation packages.

(This pretty much falls under the "Free Node System" suggestion: Upgrade the rigid bone system into flexible nodes and constraints like in other animation systems, where they are easily movable, scale-able, etc.)
« Last Edit: January 13, 2016, 01:25:58 pm by Raxx »
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Smirkyguy

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Re: Feature Request Thread
« Reply #207 on: January 13, 2016, 04:01:21 pm »

(This pretty much falls under the "Free Node System" suggestion: Upgrade the rigid bone system into flexible nodes and constraints like in other animation systems, where they are easily movable, scale-able, etc.)

Yes but bone length would be easier to implement, and would be more compatible with older files
« Last Edit: January 13, 2016, 04:03:34 pm by Smirkyguy »
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Raxx

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Re: Feature Request Thread
« Reply #208 on: January 13, 2016, 04:57:21 pm »

Yes but bone length would be easier to implement, and would be more compatible with older files

If only bone length was implemented using shortcuts based on existing architecture...when it comes time to implement scaling, it'll have to be completely tossed aside or else become a mess to fold into the code. Better to lay a strong foundation, I think.

As for compatibility with older files, that's not an issue. Scale and movement are additional data blocks, so its absence just means it doesn't have the new stuff. A key in the anim8or file looks like this (bone01, axis Y):

Code: [Select]
jointangle { "bone01" "Y"
    track {
      floatkey { 0 0 10 10 "S" }
    }
  }

A full rotate, scale, translate implementation can just add "jointscale" and "jointtrans" blocks, and look like this (thinking about it, shouldn't floatkey be pointkey?).
Code: [Select]
jointangle { "bone01" "Y"
    track {
      floatkey { 0 0 10 10 "S" }
    }
  }
jointscale { "bone01" "Y"
    track {
      floatkey { 0 0 10 10 "S" }
    }
  }
jointtrans { "bone01" "Y"
    track {
      floatkey { 0 0 10 10 "S" }
    }
  }

Also, you guys haven't even described what animating the length of bones would do. Would it just translate the vertices or would it scale it? If one was picked then how would the other be implemented later on? Instead, going by the convention of scaling and movement of bones would be less ambiguous and more powerful. If scaling, vertices would be scaled. If moving, vertices would be translated.
« Last Edit: January 13, 2016, 04:58:20 pm by Raxx »
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Deepthought

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Re: Feature Request Thread
« Reply #209 on: January 13, 2016, 07:42:14 pm »

animating bone length should translate vertices along the bone, kind of like they're attached to a hydraulic cylinder. scaling could be a separate tool.

Again, in the figure editor, it would be useful to be able to explicitly choose how an object is mirrored when added to the figure
« Last Edit: January 13, 2016, 07:48:32 pm by Deepthought »
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