Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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"

Pages: 1 ... 4 5 [6] 7 8 ... 10

Author Topic: Current Development Release - Build 1269, February 14, 2017  (Read 193052 times)

daniel99

  • Sr. Member
  • ****
  • Posts: 322
  • Me : Anim8or RULLZ \m/
    • View Profile
Re: Current Development Release - Build 1247, September 4
« Reply #75 on: September 08, 2016, 08:47:02 pm »

Raxx You know I've tried, but it won't work. And it's not strange, being a drop down menu.
I've copied a path, and when I Ctrl+V it went to VLC folder on my Desktop... :)
But it seems the Image Build/Reference Image/ Load File Image is the only menu with a drop down... When you go to Object/Import you can paste the path.
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: Current Development Release - Build 1247, September 4
« Reply #76 on: September 09, 2016, 12:16:25 am »

daniel99: it works OK for me for this dialog, which has a drop-down menu as you said:
1. Click on: Build->ReferenceImage...
2. Click on "Load" button
3. Click in File name:" area (if it doesn't already have the blinking cursor)
4. Ctrl-V to past file path name or type it in.

But on my computer Object also has a drop down entry slot that you can also type/paste a file name into.  I'm running Win7.



Logged

daniel99

  • Sr. Member
  • ****
  • Posts: 322
  • Me : Anim8or RULLZ \m/
    • View Profile
Re: Current Development Release - Build 1247, September 4
« Reply #77 on: September 09, 2016, 01:02:59 pm »

Steve: I'm also running Win7. It's much better than 8 or 10.

Yeaah :)))) I didn't think to add the path in the Load/File Name area. Feel so dumb LOL :D
I was used to the editable address bar, like in Import Object. Seems more practical.

Anyways, I hope you received my reply on e-mail.

Can't wait for the IK. You rock!
« Last Edit: September 09, 2016, 03:05:30 pm by daniel99 »
Logged

Trevor

  • Full Member
  • ***
  • Posts: 220
  • Goldfinger64 Dev OS:10 CPU:5960x Gfx:RX480
    • View Profile
    • LS Tech Services
Re: Current Development Release - Build 1247, September 4
« Reply #78 on: September 09, 2016, 03:05:23 pm »

Just attached an image showing that from my experience all the dialogs are the same.

Maybe Im missing something but it seems dialogs are already using editable adresses
Open
Save
Import
Export
Image Load - In Win9x this doesnt show the "Places Bar"
Render Save

Trev
Logged

daniel99

  • Sr. Member
  • ****
  • Posts: 322
  • Me : Anim8or RULLZ \m/
    • View Profile
Re: Current Development Release - Build 1247, September 4
« Reply #79 on: September 09, 2016, 03:23:58 pm »

Trevor: Yes, pretty much. But I think I'm just used to the editable one, I dunno :)
Also, the left column, I think. I usually have many shortcuts of folders I use a lot. (img)
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: Current Development Release - Build 1247, September 4
« Reply #80 on: September 09, 2016, 06:14:45 pm »

daniel99: OK I found the problem. I'm using the same function for all interactive file-open operations but there are some extra members that were added after I wrote this code (about 100 years ago :))  After I cleared them it always shows the newer style dialog with the directories at the left, etc.  Note: You can change what is shown with the "Organize" drop-down at the top. The fix will be in the next build.
Logged

daniel99

  • Sr. Member
  • ****
  • Posts: 322
  • Me : Anim8or RULLZ \m/
    • View Profile
Re: Current Development Release - Build 1247, September 4
« Reply #81 on: September 09, 2016, 06:27:23 pm »

Cool, Steve. Thanks, man!
Also, please take in consideration the X,Y,Z suggestion. It might be useful :D
And, as always, can't wait to see the new IK features! :D
Logged

nemyax

  • Full Member
  • ***
  • Posts: 227
    • View Profile
Re: Current Development Release - Build 1250, September 21, 2016
« Reply #82 on: September 22, 2016, 02:36:17 am »

Build 1250 marks a version bump: Anim8or is now 0.98b =)
Steve, a small feature request, if I may:
Logged

daniel99

  • Sr. Member
  • ****
  • Posts: 322
  • Me : Anim8or RULLZ \m/
    • View Profile
Re: Current Development Release - Build 1250, September 21, 2016
« Reply #83 on: September 22, 2016, 03:14:36 am »

nemyax: The vid is private! :(
Logged

nemyax

  • Full Member
  • ***
  • Posts: 227
    • View Profile
Re: Current Development Release - Build 1250, September 21, 2016
« Reply #84 on: September 22, 2016, 03:24:33 am »

daniel99
Oops! Fixed.
Logged

daniel99

  • Sr. Member
  • ****
  • Posts: 322
  • Me : Anim8or RULLZ \m/
    • View Profile
Re: Current Development Release - Build 1250, September 21, 2016
« Reply #85 on: September 22, 2016, 03:43:45 am »

Seen it now. :D
But...for the part where you'll only move the knee and the foot stick to the ground position, that could be accomplished with the locking of the end-effects. Steve is working on that.
But the rest I would find it a little hard to work with, the resizing bones in special...
I dunno, the IK tool works amazingly so far.
Logged

nemyax

  • Full Member
  • ***
  • Posts: 227
    • View Profile
Re: Current Development Release - Build 1250, September 21, 2016
« Reply #86 on: September 22, 2016, 03:59:33 am »

daniel99
This has nothing to do with IK. It's about editing skeleton proportions. The chains in the example don't have any IK setup at all.
Logged

daniel99

  • Sr. Member
  • ****
  • Posts: 322
  • Me : Anim8or RULLZ \m/
    • View Profile
Re: Current Development Release - Build 1250, September 21, 2016
« Reply #87 on: September 22, 2016, 06:26:38 am »

nemyax: Oh, I get it now :D
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 902
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: Current Development Release - Build 1250, September 21, 2016
« Reply #88 on: September 30, 2016, 04:22:20 pm »

Build 1250 marks a version bump: Anim8or is now 0.98b =)
Steve, a small feature request, if I may:
I had mentioned a feature request like this little while ago, however this video is a great visual demonstration and hopefully gets implimented.
Logged
¼

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: Current Development Release - Build 1253, September 30, 2016
« Reply #89 on: September 30, 2016, 07:46:26 pm »

Just a note to say that I just posted build 1253 that supports multiple locked end effectors. Finally got all the bugs fixed (I hope!) Plus I fixed a few Undo issues.

I changes the locked behavior slightly. The locked position is not a goal, not an absolute. I couldn't figure out what semantics to use when more than one effector is locked. I'm still working on this so I may be able to support both absolute locked positions and goals - stay tuned.

It feels like IK is finally starting to look real. There are a few more basic things still missing, most importantly a time track for the locked positions so the effectors won't slip around between key frames.

I had to rewrite a lot of code for this build. Hope I didn't break anything! Please let me know what you think.
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 10