View Full Version : Feels like a newbie question but hey ..
Can anyone show me how to delete unused materials, leftovers from previous versions of my model? They seems to stack up and are slowings things down a bit.
I use messiah for animation only and can't seem to find how to do this ..
many thanks in advance,
THUR
|
|
dobermunk
11-08-2007, 05:09 PM
Right-mouse click on the tab "materials" (the tab after "surfaces").
There -> delete unused materials.
In messiah, it generally pays off to RMB tabs to see what's buried there...
great, I knew it would be a stupid question :)
the only thing know is that messiah crashes when I delete the unused materials .. to many?
J.
dobermunk
11-08-2007, 08:00 PM
I had that too.... what was it?
I think maybe check images... they get left stranded and wander as ghosts to wreck havoc on your application...
Its no longer an issue in the beta.
ok thanks, i'll see if i find something.
You are working in the beta? :-)
As an animator, .. will I be happy with the new version? :-)
dobermunk
11-08-2007, 08:22 PM
Sure! You can delete materials!
Stiderotte
11-09-2007, 01:20 AM
OK, what is delaying the release of ver. 3? I am jealous of those who are playing with the beta.
dobermunk
11-09-2007, 08:09 AM
OK, what is delaying the release of ver. 3?
Rumor has it that they need clearance from the defense department as they've developed some fairly volatile toolsets, including a departure from traditional Ik/FK solutions - called OK.
...
Okay. Sorry.
I have no idea. I wish they'd release it too.
DMack
11-09-2007, 10:31 AM
Dobermunk,
Has the dopemaster cell drag re-activating inactive keys when using a key edit of 'motion' been fixed in the beta?
I've been using animate for the last moth quite heavily and I've go to say it really is a great workflow. They really do have something special here! Just a few wrinkles to iron out - like that dopemaster issue.
dobermunk
11-09-2007, 01:57 PM
I'm not sure how to answer that... its a question of tool interpretation in my opinion.
It will move those channels that are determined by the channelEdit setting. I've always found this kind of logical. It can be messy if you don't ingrain this into your workflow, of course.
I do believe there was talk of an alternative setting that would move the keys as they exist.
I would prefer this as a alt-+ combination, as both are useful.
I'm much more anticipating a more standard multi-selection toggle behavior.
DMack
11-09-2007, 08:07 PM
Sorry, I've not made myself clear enough. At present, if you have the edit mode as M(otion), when you drag the dopemaster cells, any inactive keys become active, thus messing up your animation. It's a clear bug, not a feature - Just wondering if that one's been squashed or not? Only happens in Motion or above, if you drag the dopemaster cells with the edit mode set to Individual, then it works fine.
dobermunk
11-10-2007, 08:16 AM
Not sure how useful it is to go into this, as its been discussed and requests have been made, but...
at the moment, setting to m(otion) will move 6 channels. If there are only 3 channels with a key, then these will be converted to active keys. That's not a bug. I wouldn't call it a feature either... its just the way it works and there is a logic to it. If I want to stagger my channels, I can do this very well by setting my channel edit to those channels I wish to change, and if I want to shift a pose it could be argued that the activation of those channels preserves that pose while I shift it in space.
Its very clear that not everyone likes this (myself included) and its definitely planned to have an optional setting that allows the keys to be shifted without affecting channel activation...
I hope it will be in the next release, but its not in there yet.
DMack
11-12-2007, 10:14 AM
Hi Dobermunk. I've got to disagree. To me, it just can't be a preference/workflow thing. That'd be insane. Inactive key's are inactive because the user has chosen them to be so. By having them automatically activated (with no warning or indication), you potentially introduce a massive amount of errenous keyframes (I've been there) that can completely muck up an entire animation, leaving you to go back and figure out which were originally the active keyframes that you wanted and which were the inactive keyframes that have been activated (against your wish). This bug makes the motion setting in the dopemaster utterly useless and let's face it, it is with motion or above (object, object all etc) where the dopemaster SHOULD come into it's own. Using it on individual channels, somewhat defeats the point as you could simply do that be highlighting the KF's rather than the dopemaster cells (ok, it's still easier but you get my point). To me in any case, it's clear and I think that PMG have in the past said that it's a bug and that they were going to look into it.
I understand your pose situation but that's sloppy keyframing IMO and shouldn't be the basis for keeping a system that does so much potential damage. Currently it's a long long winded process to re-time a characters movement if you have several items that are affected - you have to go throught EVERY channel, one by one and shift them. In a CA application, that is unforgivable!
:)
CGTalk Moderation
11-12-2007, 10:14 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.