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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Author Topic: bug,  (Read 2586 times)

VBSmiles

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bug,
« on: September 19, 2008, 03:16:29 am »

Ok, was reaquanting myself to morph targets and found a problem.
I am sure this is something from a previeous version that was overlooked, but thought I'd mention it anyway.
As you can see in the second image, the outside of the spring is much bigger in the x,y cordinance than the original. The only morph I made was using a bend modifier.it also only shows up in scene mode. Not object mode ???
« Last Edit: September 19, 2008, 03:19:15 am by VBSmiles »
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hihosilver

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Re: bug,
« Reply #1 on: September 19, 2008, 05:01:24 am »

Are you sure that's not just perspective acting on the model?
Did you rotate around the object in scene mode to see if it's truly larger on the x/y axis?
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VBSmiles

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Re: bug,
« Reply #2 on: September 19, 2008, 05:07:50 am »

yup,yup.
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hihosilver

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Re: bug,
« Reply #3 on: September 19, 2008, 05:37:55 am »

I tried replicating your problem and didn't find one until I tried changing the morph value to something above 1.  I set the morph value to 2, and it did exactly what yours did, which makes perfect sense.  This is because morphs don't pay attention to something such as, if the points rotate around a certain point to get where they go.  morph targets move points from their original location to the morph location in a linear fashion.  Therefore, creating a higher morph value would seem to stretch more on the x and y axis since those points were further from their original in the morph.
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Steve

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Re: bug,
« Reply #4 on: September 19, 2008, 06:34:19 am »

VBSmiles, can you send me your .an8 project?
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VBSmiles

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Re: bug,
« Reply #5 on: September 22, 2008, 12:03:38 am »

Steven, I'll check to see if I still have it. If not, I'll attempt to recreate the problem.
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VBSmiles

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Re: bug,
« Reply #6 on: September 22, 2008, 12:51:45 am »

I figured out what was going on.

Most of the problem is in my own error. It works fine if you stay within the confines of 0-1. That is, it will in fact end in the shape you was attempting for. Anything past 1 and you get what was seen above.

However. bend a tube 360 degrees and it takes the shortest possible path instead of "Bending it" as  hiho stated in his post.

I've only figured this out recreating the problem. So in fact your code is not a bug per se, but the way it was created.

I'm not sure I like having to add 30 morphs just to bend all the way around to create a circle as I want it or expect it too. But... it is doable.
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