August 11, 2013Another server move...
My hosting provider moved my site to a different physical host, and something in the configuration there is keeping my bulletin board software from working. I attempted to upgrade to the newest version of the BB software -- something I've been meaning to do for awhile anyway -- but I couldn't even get the new version to work. I imagine that there is a security configuration issue somewhere. I'm glad that my hosting provider is keeping me safe, but it is unfortunate that my BB provider doesn't have troubleshooting advice for this situation.
The practical upshot is that I've had to change BB software. The new system is provided by my hosting company, so it should transition properly in any future host upgrades. Unfortunately, there was no automatic system for migrating users and posts from the old system to the new system, so I have to ask you to sign up again on the new bulletin board. I will try to move over some of the more useful and interesting posts from the old BB as I get time.
May 9, 2013Something for the OSX users:
"I'm running a Windows 7/64 virtual machine using Parallels 8, and have TAFA installed on that. It runs very slick, and I'm currently working seamlessly back and forth between that and LW 11.5 for the Mac as though I weren't even running Windows. TAFA is just another window on my Mac desktop. [...] The lack of a Mac version is what held me back for this long, then I decided to test the demo and on the strength of that I bought the license. I think other Mac users might want to know how easily it can be integrated into a Mac-centric workflow." --Mark Dyson, Spinland Studios, LLC
In other news, I've settled on the Unity engine for development of TAFA2. That will provide cross-platform support, even onto tablets, as well as automatic support for many file formats and animation technologies. Basically, it should provide most of the heavy lifting of working with your resources, so that I can focus on what makes TAFA special -- direct manipulation, immediate feedback, fast cycle times, and "does what I expected" behavior. And, since Unity is an engine designed originally for 3D action games, speed and latency are very important to them as well.
And, because Unity provides the tools, TAFA2 should be able to support bone-based animation as well as morph-based animation. I'd like to support "in scene" animation tools, so that you could work on multiple characters interacting within a scene, doing as much or as little animation as you want within TAFA2. The FBX file format appears to support that, but I will need to do more research, both into the technical details and into "how should that user interface work?" But I'm looking forward to it.
March 15, 2012Two years... Bleah.
On the happier side, a lot of things have come together to make TAFA2 easier:
More updates when I have more progress...
March 6, 2010Well, my hosting company changed physical hosts on me, which has gone well for most stuff. But the move upgraded some of the service software, and there seems to be some kind of issue with the forums now. I'm working on it. Probably something minor. I've been meaning to switch forum software anyway, to something with search capabilities, but I need to get the old one back up just for archived information, if nothing else.
(half an hour later) Well, that was both faster and slower than I'd have hoped for. Turns out the location of the necessary interpreter was in a different place on the newer machines. Practical upshot is that the forums seem to be back online. If you find any broken links or broken behaviors -- in the forum or anywhere else in my site -- please let me know. My email name is just mac, and you know my domain name already.
October 19, 2007Long time, no news. But hopefully this is happy news.
Well, I haven't been making progress on features or cross platform support, but at least I can do this: TAFA is now $200 for the downloadable version ($250 for physical delivery). If you've wanted to use TAFA but been held off by the price (or know someone else who has), now's your chance!
July 29, 2006The Macintosh build actually linked and ran today!
It still doesn't do anything particularly useful, but now it's entirely up to my coding ability. All the library references and everything are in place. And I'm using static linking, so hopefully I will have few or no problems with different versions of Mac OS X with dynamic libraries in different places.
July 28, 2006The Macintosh build finished compiling for the first time today!
Unfortunately, it still doesn't link, since all I've got are the stub declarations for the Windows-to-Macintosh routines, but without the backing logic. For the non-programmers out there, that basically means there's still a lot of work to do. But at least some progress is being made... More importantly, it means I'm getting to devote some serious time to the project again, so progress should be much faster.
March 20, 2006A couple of updates:
January 13, 2006The issues with the licensing servers have been fixed (at least to the best of my ability to test), and are back online.
Please let me know if you encounter any issues.
January 11, 2006I know that the update server is currently offline pending resolution of some licensing issues, but I would still like to announce:
I have now had a user go completely non-LW with TAFA! Using the OBJ loader, MDD files, and Point Oven Pro, one of my users has been able to use TAFA with 3DS Max without needing any intermediate LW steps.
If you are in a similar situation, however, you will need to contact me to get version 184.108.40.206. Previous versions have issues with MDD export. Normally, this would just roll out on the update server, but since it's offline we're reduced to email.
December 19, 2005Version 220.127.116.11 is now available. The reason for the release is to try a new "floating" license. The new system is designed to let you run TAFA on multiple machines, as long as you are never running it on more than one at the same time. If you have any problems, PLEASE let me know immediately.
Other items of interest include preliminary FRAW2 output for XSI. I hope to replace this with dotXSI integration, but for now it does at least provide a way to get TAFA curves back into XSI (even if it is somewhat tedious).
Counting you, we have had visitors since our reorganization!.