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Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 689595 times)

Steve

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Re: Current Development Release - Build 1148, January 2, 2015
« Reply #255 on: January 04, 2015, 03:28:06 pm »

danielstritt: OK I think I have it this time. Give this a try build 1148plus2. It's dated Jan 4, 2015 and works on Win 7 and Vista and even remembers which monitor you were full screen on in multiple monitor setups (at least on one computer :) )
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danielstritt

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Re: Current Development Release - Build 1148, January 2, 2015
« Reply #256 on: January 04, 2015, 04:41:38 pm »

Hi, sorry for the delay, couldn't sleep last night, so I slept all day just about. I tried it out, and it looks like it works just fine now. Thanks!
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Steve

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Re: Current Development Release - Build 1150, January 5, 2015
« Reply #257 on: January 05, 2015, 04:34:44 pm »

Some new things in build 1150 including adding a small tolerance for detecting initial mouse movement, Raxx :). I initially set the tolerance to just 2 pixels. Let me know if that seems like enough.
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Smirkyguy

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Re: Current Development Release - Build 1150, January 5, 2015
« Reply #258 on: January 05, 2015, 06:41:38 pm »

Ive noticed in the latest versions that anim8or is no longer reading .mtl files. can anyone else confirm?
Edit: opening the .obj file via Import still reads the .mtl file, but directly opening a .obj file no longer auto loads the .mtl file like it used to.
« Last Edit: January 05, 2015, 06:51:17 pm by Smirkyguy »
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kreator

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Re: Current Development Release - Build 1150, January 5, 2015
« Reply #259 on: January 06, 2015, 12:08:36 pm »

Check the .mtl file to confirm that textures/maps have been applied (You can do this with notepad or wordpad) Also make sure the paths are correct especially if you have them in different places. Mine work ok on rev 1150, but I tend to save with the .obj plugin rather than the native one.
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Steve

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Re: Current Development Release - Build 1150, January 5, 2015
« Reply #260 on: January 06, 2015, 05:25:35 pm »

#098-057 - Opening a .obj by double clicking on an .obj file doesn't read the .mtl file.
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Using the menu commands File->Open and Object->Import read it OK.
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Raxx

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Re: Current Development Release - Build 1150, January 5, 2015
« Reply #261 on: January 07, 2015, 05:21:45 am »

I was able to try it a little--the mouse move tolerance seems to help a lot, so far so good :)

Is it just me or does rotating points not work properly anymore?

I had tried to do a bit of modeling with the new Anim8or, the biggest two frustrations for me is the point-picking issue, and of course the lack of topo-knife/extended-add-edge functionality.
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Steve

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Re: Current Development Release - Build 1150, January 5, 2015
« Reply #262 on: January 07, 2015, 11:54:24 am »

Raxx: oops, forgot about point rotation. When I changed to rotating about the center of connected groups each isolated point became it's own group (because it's not connected ;) ) and therefore doesn't rotate or scale.

One suggestion was to put all of these points into a single new group. I'll implement this and see if it works for everyone.
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Trevor

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Re: Current Development Release - Build 1150, January 5, 2015
« Reply #263 on: January 11, 2015, 01:45:00 pm »

Just tested 1150, YAY start maximised is fixed.

I have a longstanding bug.

AmbientOclusion brightens corners oddly...

A new bug is shadows dont project properly in ART.
There seems to be gaps that are not actually there. My coridor is totally closed yet along the lower left floor there is light, also alont the top right there is a long beam of light.

The only light I should see in this coridor are the enterance and 2 windows projected onto the floor.

Trev
« Last Edit: January 11, 2015, 01:47:07 pm by Trevor »
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Steve

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Re: Current Development Release - Build 1152, January 15, 2015
« Reply #264 on: January 15, 2015, 06:01:47 pm »

Just a note to say that there's a new build 1152 ready.
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Steve

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Re: Current Development Release - Build 1152, January 15, 2015
« Reply #265 on: January 15, 2015, 06:04:57 pm »

Trevor: I'll look into the ambient bug.  (But are you sure that this isn't because your contractor left a few cracks in the walls? :) )
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nemyax

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Re: Current Development Release - Build 1152, January 15, 2015
« Reply #266 on: January 16, 2015, 02:25:43 am »

Small correction: the changes for build 1152 are labeled 1150.
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neirao

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Re: Current Development Release - Build 1152, January 15, 2015
« Reply #267 on: January 16, 2015, 08:46:22 am »

hi Steve, thanks! you need "change the tiltle" for new features "Major changes for build 1150:" to .."1152" :)

[Steve] Done, thanks!
« Last Edit: January 16, 2015, 12:42:21 pm by Steve »
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kreator

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Re: Current Development Release - Build 1152, January 15, 2015
« Reply #268 on: January 17, 2015, 08:38:19 am »

Steve: Regards latest build 1152...

Quote
Mouse Move Tolerance: increased to 4 pixels.

Does this affect anything in Scene mode? As I am now having a devil of a job fine tuning any keyframes with the mouse, am having to resort to typing in co-ordinates by hand.

P E G now working as I want, thank you very much!

Limit Playback In Options-Prefs now gone any reason why? Or am I looking in the wrong place again.
« Last Edit: January 17, 2015, 08:40:36 am by kreator »
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Steve

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Re: Current Development Release - Build 1152, January 15, 2015
« Reply #269 on: January 17, 2015, 11:37:19 am »

This shouldn't have changed anything in the Scene editor - but I did change a bit of code there so if there are any problems, especially with selection of Elements, please let me know.

What kinds of problems are you having with keyframes?

I removed the "Settings" menu items and moved them to more logical places.  The limit playback and other Scene related settings have been moved to the Scene Properties dialog. Click the Scene->Properties menu command, and then click on the "Movie Image" button.
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