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Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 657473 times)

Steve

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Re: Current Development Release - Build 1212, January 18, 2016
« Reply #525 on: January 20, 2016, 05:23:17 pm »

Holding down a key vs. a single hit is problematic because it's difficult to tell what exactly you intend to do.

An alternate idea that I've been experiment with is to have a "Go Back" key that would revert to the previous editing mode.  That way you could type 'a' for arrow mode, select things, and then "go back".  The biggest problem I have is deciding on the "go back" key.  I've been saving the F# keys for something very general and I'm thinking of using one of those.

I also have been playing with a "go back" key for the current view, focus, and/or viewport layout, and such. Don't have a good way to combine these into a smooth scheme yet because I haven't done a lot of experimenting so far.
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nemyax

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Re: Current Development Release - Build 1212, January 18, 2016
« Reply #526 on: January 20, 2016, 11:22:01 pm »

Holding down a key vs. a single hit is problematic because it's difficult to tell what exactly you intend to do.
The interpretation of the user's intention would be similar to what standard key repeat does. When you press a character key, you immediately type a single character (or enable a tool), and you have a few milliseconds to release the key before the system goes into repeat mode (or into go-back-on-release mode). If you haven't released it by then, repeat mode must be what you want.
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Trevor

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Re: Current Development Release - Build 1212, January 18, 2016
« Reply #527 on: January 21, 2016, 06:49:24 am »

I think steve means he is not sure how to distinguish in programming.

But just in case, lets hold L, what we see on screen with any gaps in time replaced with a space is:
L        LLLLLLLLLLLLLLLLLLLLLLL.
This pause is controled by control pannels typographic rate or something like that.

In VB ther is Key Press, Down and Up events, but quickly testing there is no difference between keydown and keypress... According to the docs, KeyPress should only go once, but I made a button change colour from green to black and it just kept going on both events...
Keyup also applies to both...

Very odd...

The only way I can see to overcome this is to add a timer event and
onKeydown
enable whatever
ToggleON = true //Imediatly assume toggle
If time > x ToggleON = false //time x has ellapsed, no longer a toggle

On KeyUp
if ToggleON = True then ToggleOn=False //reset for next time keyup is checked, dont disable as key was toggle.
if ToggleON = False then Disable whatever //key was held so disable on keyup


Something like that anyway.

Trev

P.S. Oh, I have a feature request, Export Model as shown in frame.

eg, You have a guard figure in a sequence and he is say hunched over, the original object is scarecrow, I would like to export the Hunched over Guard (sequence frame) as an object for printing.

The same princibe could be applied to scene too, although Im not too sure how used it would be.

If the scene also exported the lighting shadows etc then that might come in usefull (Im sure this might have been discussed before and I can always import an unlit level into PG now and export shadows from PG and re-cut the mesh in an8 for final re-import into PG)
« Last Edit: January 21, 2016, 08:30:42 am by Trevor »
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kakachiex

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Re: Current Development Release - Build 1213, January 26, 2016
« Reply #528 on: January 30, 2016, 02:17:20 pm »

Anim8or v1213 Bug
-vertex don't appear in flat shaded mode
-sometime topo knife don't cut through multi edges or face
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kakachiex

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Re: Current Development Release - Build 1213, January 26, 2016
« Reply #529 on: January 30, 2016, 02:25:02 pm »

Here is my system info and opengl
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Raxx

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Re: Current Development Release - Build 1213, January 26, 2016
« Reply #530 on: January 30, 2016, 02:43:33 pm »

I don't have any issues with points not showing. Did you make sure "Flat Points" is ticked in File->Configure UI..., and/or that the shape was converted to mesh if it was a primitive/parametric shape?

The topo knife isn't meant to cut through multiple edges/faces (yet).
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kakachiex

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Re: Current Development Release - Build 1213, January 26, 2016
« Reply #531 on: January 30, 2016, 03:30:06 pm »

oh thanks Raxx is working, ok this is a limitation of the topoknife
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kakachiex

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Re: Current Development Release - Build 1213, January 26, 2016
« Reply #532 on: January 30, 2016, 03:34:48 pm »

did Anim80r support clean boolean operation for hard surface modeling
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Raxx

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Re: Current Development Release - Build 1213, January 26, 2016
« Reply #533 on: January 30, 2016, 04:16:07 pm »

There is a boolean script by Kubajzz.
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Trevor

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Re: Current Development Release - Build 1213, January 26, 2016
« Reply #534 on: January 30, 2016, 06:35:02 pm »

The boolean scripts work most of the time, but I found they got stuck with high poly counts for 2 reasons. 1 High poly counts bring the script to a crawl, 2 the more polys, the greater chance for errors and holes.

I made a screw thread and boolean subtracted it from a cube, it left many holes and inverted faces.

So, best to use simple stuff, subtracting a cylinder from a cube is fine so Im sure its poly-count related. (cylinder being 3-32 sides while screw thread was (32*6)+(2*(6*32)) which was a lot of faces. (if interested on my maths, I used the spring plugin with 4 sides 6 loops at 32 per loop. Boolean union spring and cylinder removes inner 2 sides)

Trev
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dancingshoes

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #535 on: February 02, 2016, 08:20:15 am »

This is just to report that version 2013 and 2015 consistently crash for me in the first frame or two when trying to render a movie of a moderately complex scene using Art Line.

Other renderers are OK.

The size of the rendering doesn't matter.

I tried a simpler scene. It rendered OK. Tried to eliminate elements to isolate problem. Not yet found what it might be.

Thanks.

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   Anim8or_1215.exe
  Application Version:   0.9.8.0
  Application Timestamp:   56ae3cd4
  Fault Module Name:   Anim8or_1215.exe
  Fault Module Version:   0.9.8.0
  Fault Module Timestamp:   56ae3cd4
  Exception Code:   c0000005
  Exception Offset:   00010ce6
  OS Version:   6.1.7600.2.0.0.256.48
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789

Unhandled Exception
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Raxx

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #536 on: February 02, 2016, 09:09:00 am »

Probably related to dancingshoes's issue, just setting up and rendering the spheres in this post, Anim8or crashed around 5 times. This seems random, I can't get it to happen on purpose, instead it happens when I don't expect it. Seems to happen more often after rendering and then loading/canceling property dialogs. It's happened many times before like I already posted about. No point posting the .an8

Something I've also noticed, Anim8or seems to add and key an 'active' controller to the camera after saving and reopening the file.
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Steve

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #537 on: February 02, 2016, 11:17:08 am »

Raxx: can you send me the project with the spheres that crashes? I need help finding that crash.  I've built that scene (or as close as I can approximate it) several times and rendered them multiple ways without any crashes.

Thanks.
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Raxx

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #538 on: February 02, 2016, 11:28:17 am »

Here it is, attached. I also tried a bunch of variations with rendering and dialog boxes and switching editors but could not force it to crash. It's really bizarre. It's like it knows when I want to catch it :o
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dancingshoes

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Re: Current Development Release - Build 1215, January 31, 2016
« Reply #539 on: February 03, 2016, 08:43:57 am »

It seems that my Art Ray rendering crash problem is related to one object and its material. If I use color only (no texture file) it seems OK.

Attached is the offending object.

This may be an old topic but if I run Anim8or in XP compatibility mode, it does not seem to crash. I'm using Win 7 64 bit.

This may be an old topic non-2015 too but I'm don't understand why, when it does render, this object IS transparent but if I use a material based on a similar PNG file, it IS NOT transparent. (Other jpg textured objects in the scene render OK, btw.)

The problem JPG based material and the PNG based material are included.

Again, thanks.
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