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Author Topic: Figure Issue: 28th Bone Ignores Parent Movement  (Read 1628 times)

NickE

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Figure Issue: 28th Bone Ignores Parent Movement
« on: April 26, 2014, 10:39:44 pm »

Steve,
   I think I may have found another bug (or maybe it is a feature), but it has been around since at least v0.95c. (I tested).

In Figures (and therefore Sequences and Scenes), the 28th child bone does not follow the changes to the 27th bone (the 28th bone's direct parent).  The 28th bone does follow the changes to any earlier bone.

It is strange that this has not been seen before, but I could not find any mention of it.  Maybe I am doing something incorrectly.

I have attached a sample an8 that shows this behavior in the figure (and sequence, and scene).  I have made several similar figures and each shows the same behavior.

What do you think?

Thank you!

Steve: Upon further testing, it appears to be related to having a namedobject attached to the bones.  When I delete the objects attached to the 27th bone, the 28th bone responds correctly, but the 29th now does not respond to the 28th until I delete the object attached to it (and so on).
« Last Edit: April 26, 2014, 10:53:30 pm by NickE »
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Steve

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Re: Figure Issue: 28th Bone Ignores Parent Movement
« Reply #1 on: April 26, 2014, 11:40:06 pm »

Crimminy! That's a deep bone hierarchy! This is a long standing limitation of Anim8or. It uses the OpenGL transformation stack which is only 32 deep. It's possible to emulate the stack and allow arbitrarily nested transformations but I've never gotten around to implementing one because it's a fair amount of code that needs rewriting. I'll add it to the bug list and try to figure out when I can fix it.
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NickE

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Re: Figure Issue: 28th Bone Ignores Parent Movement
« Reply #2 on: April 26, 2014, 11:48:27 pm »

I kinda guessed it was something like that.  There are workarounds I can use.  I just wanted to report a found issue.

Thank you!
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