There's something I noted about the renderer(s). The observations I make are coming from the attached file, if you were to use the scene and render from the camera view.
At 350x350 resolution, scanline rendering consumes around 1.9gb of memory. This value changes proportional to the resolution. Increasing the resolution further than 350x350 causes a crash, I'm guessing because it's 32-bit, and it's exceeding 2gb.
Ray-traced rendering consumes about 0.7gb regardless of resolution, so it seems that it'll never hit the 2gb limit.
So two things:
- Doesn't this suggest that scanline rendering could use better memory optimizations?
- We need a 64-bit version of Anim8or
Any issues with my reasoning?
By the way, I added and +1ed where applicable.
TheBlackHole, I kind of object to the lights in object editor request, as it'd start blurring the lines between the object and scene editor, complicating things. Why not just +1 the copy/paste request for scene elements? Or better yet, request something like material-based lighting...
Water Music,
With regards "Morph targets in sequence editor": one slick way of pulling this off is by having a morph triggered by a bone motion. For example, a morph can be set whereby if a person's forearm is raised the bicep slides up the upper arm, proportionally.
Did you want that as an added suggestion? As for the combination of the editors, I think it'd be better to combine just the figure and sequence editors. That way you can tweak vertex weights while animating, among other things, and still have a relatively clutter-free interface. Tossing the object editor into the mix seems like it'd require a major overhaul of just about everything, requiring the UI to be as complicated as blender, max, maya, etc.
kreator, so did you want something like F1 to go to the previous frame, and F2 to advance to the next frame? I think it'd make better sense to remap them to the [ and ] keys, or the , and . ones.