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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"

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Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 690436 times)

bayinghound

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Animates textures or movies
« Reply #435 on: October 06, 2015, 04:19:17 am »

I only know two ways of fudging an animated background or texture. One is to add several versions of the model and changing the texture on each model then dealing with the visibility in the scene. The second is to fire up terranim8tor and dealing with it that way. Any chance of adding that kind of support. You've probably had that request before.
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Steve

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #436 on: October 20, 2015, 07:48:57 pm »

I just posted build 1194 with Fas Select and Trackball rotation widgets.  Check it out!
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nemyax

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #437 on: October 21, 2015, 03:21:18 am »

Fast select-dragging is broken for bones in edit mode.
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Steve

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #438 on: October 21, 2015, 11:07:34 am »

OK I'll fix it.
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Trevor

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #439 on: October 21, 2015, 04:52:09 pm »

Fog in RayTracing doesnt work...

Setting environmental properties dialoge fog to any value will result in a crisp fogless image unless using scanline.

There is no workaround that I can see.

trev
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neirao

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #440 on: October 21, 2015, 10:04:35 pm »

Thanks Steve! :)
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slex

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #441 on: October 22, 2015, 04:39:27 pm »

build 1194- new Anim8or looks very profesional as it deserve, gray interface looks smooth and stylish, works fine with W10 64bit ;D
I just had to ran it as administrator first time.
  I have few question- could it be possible to integrate used textures(pictures) into saved .an8 file? What I mean is- every time when I move or copy saved .an8 file in which I used some pictures for texturing or bumpmaps etc., and try to open the same file again, it gives me errors that it cannot find the pictures and I have to find that manually. example is in attached pic1.
 Support for non english fonts please? Manual altering of L strings in .an8 file with notepad as mentioned is hard, I got lost into the finding the right unicodes,there are so many of them :o :o
 Regards
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Steve

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #442 on: October 22, 2015, 05:33:54 pm »

slex: I'm working on some ideas to help in this regard. There are similar components that you might want to keep together
with the project, such as parametric scripts.

Did you know that you can set the Texture directory in the File->Configure dialog? Anim8or will search that directory and all sub-directories for texture files, in addition to using the absolute path name in the .an8 file.
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slex

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #443 on: October 22, 2015, 11:20:38 pm »

 8)  I've found nice solution for transferring .an8 files(but it is plausible only when there aren't too many pictures involved in a project)-so I could transfer projects on usb or some cloud storage and work on it or render it on other computers. I just copy needed .an8 file in new folder, then I copy all the pictures used for that project and paste it into that folder also. When I copy it on some other computer and start that project - Anim8or looks for picture files automatically in that folder ;D
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nemyax

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #444 on: October 23, 2015, 04:54:02 am »

Will widgets make it into the object editor?
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Trevor

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #445 on: October 23, 2015, 06:31:33 am »

Slex, I think you have already figured this out but An8 already checks the full DIR of the texture location AND the local .an8 file directory.

So, if your .an8 file reads
texture { "9479F24040Other"
  file {
    "D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\9479F24040Other.bmp"
    }
}

An8 will first check here. IF no file exists it will then check the current working DIR (where you clicked the an8 file)

What could be usefull might be to check Local DIR/Last String loop.

eg, lets say I had all my 4bit textures in a folder named Textures 4Bit, .an8 would read
texture { "9479F24040Other"
  file {
    "D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\Textures 4Bit\\9479F24040Other.bmp"
    }
}

Now, lets say I moved the project to a new HDD or opened over a Network Share.

An8 would look for the texture and fail on the first check, it would procede to local DIR and also fail because the texture is 1 more folder, so, get an8 to attempt
for n = 0 to entries - 1
  LocalDIR+last entry(n)
next

This would produce the following
D:\\Anim8or\\GE Modeling\\GoldFinger\\Maps\\PillBoxes\\Textures 4Bit\\9479F24040Other.bmp FAIL
LOCALDIR\\9479F24040Other.bmp FAIL
LOCALDIR\\Textures 4Bit\\9479F24040Other.bmp SUCCESS

Trev
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cooldude234

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #446 on: October 23, 2015, 07:15:11 pm »

I think it would be awesome if anim8or just checked the project files local directory (the folder that the .an8 file is located in) for the textures.
Of course having it as an option (maybe in a project properties dialogue somewhere).
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Steve

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #447 on: October 24, 2015, 04:30:21 pm »

OK that's enough inappropriate posts. Consider this discussion closed.
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cooldude234

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #448 on: October 24, 2015, 06:03:55 pm »

OK that's enough inappropriate posts. Consider this discussion closed.
What was inappropriate here? Am I just being blind right now?
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ronaldefarmer

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Re: Current Development Release - Build 1194, October 20, 2015
« Reply #449 on: October 25, 2015, 12:45:33 am »

What was inappropriate here? Am I just being blind right now?

Cooldude234: You're not blind; the inappropriate posts have been deleted.

Steve: I really like the new look with build 1194!

I have been wondering if it would be possible to put a "set as default" button on each of Anim8or's dialogue windows. Also, what is the reason that it is not possible to extrude multiple paths simultaneously, or to create faces with more than 500 points when extruding joined splines?



Thanks for the new build!!
« Last Edit: October 25, 2015, 12:47:04 am by ronaldefarmer »
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