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Author Topic: v1.01 Development Release - Build 1403, August 29, 2022  (Read 182857 times)

davdud101

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #90 on: December 18, 2019, 10:54:29 pm »

It all depends on how the meshes are built. Their vertices' values are all relative to the "location" of the mesh. A vertex with a value of (10, 0, 0) in a mesh with a location (0, 0, 0) represents the same point in space as a vertex with a value of (0, 0, 0) in a mesh with a location of (10, 0, 0).
You're suggesting that the location of the center of the mesh is offset from the vertices? The strange thing here (unless I'm mistaken in that attached file) is that the center/crosshairs of each of those meshes IS indeed where it should be ???
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Trevor

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #91 on: December 19, 2019, 06:31:57 am »

There are 3 "locations" in an8.
1st is each vertex has a location, which is relative to the mesh location
2nd is mesh location which can but doesn't have to be the center of the mesh. This is relative to world.
3rd is "Pivot" location, which is the Red Green and Blue lines normally at the mesh origin (0,0,0) but doesn't have to be.

the 3rd allows you to rotate a mesh around another location so you are not stuck having to rotate them move the mesh round a joint for example.

Suggestion, Can the pivot point be aloud to snap to grid please. Can it also have a dialogue box for exact placement.

Trev
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olan

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #92 on: December 24, 2019, 10:24:07 am »

thank you steve
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Trevor

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #93 on: February 08, 2020, 06:13:58 am »

Any updates for 2020?

Thanks,
Trev
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Gyperboloid

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #94 on: February 08, 2020, 10:42:39 pm »

2020 just started Trev  ;D
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Steve

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #95 on: February 09, 2020, 09:57:30 am »

I'm working on a couple of things. But at the present I'm just finishing up moving so everything's on hold until that's done.
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RudySchneider

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #96 on: February 09, 2020, 02:07:43 pm »

Moving, huh?  Oh, what a joyful treat [u}THAT[/u] is!  I retired two years ago in May and moved from Silicon Valley to a 55+ community in Lincoln, California.  Yeah, moving is a hassle, but I have to say, it was (one of) the best decision(s) I've made in my life!

So, just outta curiosity, Steve, where's your new habitat?
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Steve

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #97 on: February 11, 2020, 04:45:08 pm »

Two places: Lucca, Italy and Austin, Texas. 6 months a year in each.
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RudySchneider

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #98 on: February 11, 2020, 10:05:20 pm »

Two places: Lucca, Italy and Austin, Texas. 6 months a year in each.

NICE!  My late lady friend and I used to travel to "the wild side" of Vancouver Island, to a town called Tofino.  We got to know the proprietors of the Tough City Inn there, who spent six months in Tofino and six months in Costa Rica. 

With all the trips you've taken to Italy, I'm guessing you've got family there?
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Alpha2

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #99 on: April 17, 2020, 01:55:13 am »

Hi, I was just using 1363 and noticed soemthing I'm not sure if this is an issue that is part of the main release or if just part of this one but...

While in the scene mode while looking through the camera view, if you scroll the middle mouse button wheel while moving a bone, it will move the camera and set a key frame for it. I didn't want my camera to move (I needed it locked off so I can start several animations from the same position and keep the view consistent,) so I set it to another layer locked the camera in it's properties and then locked the layer for extra peace of mind. When I went back to animating I accidentally scrolled the wheel again and it still set a key frame. What's more, I couldn't erase the key frame unless I unlocked the camera which suggests to me it's not supposed to set that key frame in the first place since it's super inconvenient to remove, especially with how easy it is to accidentally zoom when trying to manipulate a bone with the middle mouse button scroll wheel.
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Trevor

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #100 on: April 26, 2020, 10:58:28 am »

Hope you are well Steve.

Just wondering the current state of an8, would adding the basic attributes as simple checkboxes be a quick enough task? I think it was mentioned before.

I just keep forgetting the exact spelling of each attribute and whether or not its an int or string etc.

Trev
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Steve

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #101 on: April 26, 2020, 01:13:18 pm »

@Trevor, are you referring to the attributes for materials, such as "class", " IOR", "specular", etc.?
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Trevor

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Re: v1.01 Development Release - Build 1363, July 30, 2019
« Reply #102 on: April 26, 2020, 01:47:57 pm »

yeah, Ambientoccluder too

Trev
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Alpha2

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Re: v1.01 Development Release - Build 1380, May 6, 2020
« Reply #103 on: May 12, 2020, 08:21:41 pm »

A couple of issues since the last few versions...

First: I use a trick for characters holding items: I hide them with a morph target and then attach the item to a characters hand in the figure editor. I shrink something like a gun until it's so small that it can't be seen, when it's time to show it I just turn off the morph and it appears in hand, but both 1380 and recent previous versions have been doing this thing where every time I touch the skeleton to move and arm the hidden item pops back into view. I can hide it again by stepping back and forth a frame or two, but this doesn't help much because it just comes back the second I touch the character to try and animate. This reverted morph is also visible when I go to render an image without clearing the frame. It doesn't persist when I render video, though.

Second: IK handles don't hide when I render unless I manually hide them first. They'll appear in both image renders and video if your object (in this case the character they're attached to) is visible. They won't appear if it's just the skeleton.
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Steve

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Re: v1.01 Development Release - Build 1380, May 6, 2020
« Reply #104 on: May 13, 2020, 04:06:51 pm »

Alpha2: if you enable "Show IK Controls" (hot key "I", or click on the lower IK button in the left-hand tool bar) then the IK handles are visible in both the working views and in the renders. If you disable it then they shouldn't appear in either.

Can you send me an example of the morph target issue?
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