Anyone else get these bugs?


#1

1 Selecting a cp about 1/3 of the time does not “fully” select it, meaning I cannot hit lock mode, more importantly when I turn the model the pivot isn’t properly centered around the Cp and the model flies off the viewscreen - this is a major annoyance when I’m tweaking since I like to select a cp and turn to see if there’s any imperfections from any angle.

2 2 shortcuts of the same model with porcelain in the same choreography will cause unsightly staining in the second model when I render to file (Not in screen renders). This is tied to porcelain so I can fix it by either removing the porcelain or adding the same model saved with another name instead of another shortcut

3 Switching the target shortcut in a choreography crashes am for me ALL the time. Mainly with full models but it also happens when I try to change the target bone of a constraint (Only with the dropdown, the dropped doesn’t cause a crash)

I did report these but they were quickly “resolved”, as in “cannot be reproduced”. Anyone else get any of these? Misery loves company.

Incidentally my “unimodel” idea seems to be working nicely, but as you can imagine the above bugs sort of ruin the fun… I’ll post some pics later…


#2

more importantly when I turn the model the pivot isn’t properly centered around the Cp and the model flies off the viewscreen

Oh boy! This one has always sent me climbing up the walls, it’s been with us for some time, so long infact, it’s never occurred to me to report it.

Number three happens to me occasionally when I switch from a proxy model to the full model. I get around it by closing the choreography window before making the switch.

Anyway, some miserable company for you. :cry:


#3

This puts me to mind of a feature request that I was thinking of suggesting.

You know how when you’re modeling a hand, nearly every time you hit “T” to turn around the mesh, it flies out of view? This is because if you don’t have anything selected and you turn the view, you spin around the 0,0,0 point of the entire model … but the hand is this intricate mesh in an eccentric position. I should remember to select a few CP’s in the hand area, but half the time I forget, and then I have to zoom all, zoom in, select a CP, and then hit “T” again. This is a pain. :banghead: Another thing about the hand is that is sort of gains a personality of its own. When I hit “2” on the numpad, I don’t want to see a front view. I want to look at the fingertips, because that’s the “front view” of the hand. Likewise, the pinky edge of the hand is not the back view – it’s the “left view” of the hand. The thumb edge is the “right view” of the hand, etc. I love A:M’s numpad view shortcuts, but when fiddling with a hand, my instinctual use of the numpad serves me poorly.

So this is my idea. Press a toggle button, and you’d switch to a customizable User World View. I want to be able to set the origin and orientation of this thing … sort of like a bone. Anyway, once I’ve activated the toggle, whenever I hit “T” the view should spin around this thing, instead of the 0,0,0 mark of the entire model. The length of this hypothetical “worldview bone” could control the zoom all feature (useful in Choreographies, where you often have far-flung crap that you’d prefer to temporarily forget about). And, finally, the worldview bone’s orientation would preempt the numpad view keys. You hit “2” and you’d be looking along the shaft of the bone with the end close to your face. Hit “5” and you’d be looking down at the bone, with the roll handle poking up into your face. I think it’d be good if the number keys along the top of the keyboard, which limit the translations of CP’s during modelling and muscle mode work, would also participate whenever the User World View was toggled on.

Sorry, Bugle, for hijacking your thread. But, the way I see it, there’s a slight connection with your first problem and my feature suggestion. In order to implement my proposed feature, the program has got to stop and ask: “Is anything selected?” Then, if the answer is “Yes, the sacred user world view bone is selected” the machine should pivot around this most holy bone. Right now the answer is “No, nothing is selected” … even when some CP’s ARE selected. :curious: They might as well fix that glitch, as they implement my brilliant suggestion.

Sincerely,

Carl Raillard

PS: Pequod! You use proxy models? For what?!? Your models are so lean!


#4

No problem Carl, discussion is what we’re here for. I agree your feature suggestion sounds good, but more simple than what you suggest, I would make it so the viewpoint pivot simply stayed where you last placed it EVEN if nothing is selected, instead of snapping to zero point, and only change when you select something new - his would quite naturally keep things within the area you’re working in…

In other news, I find posting about this stuff sets the mind working on new angles - it occurred to me that if porcelain was the problem maybe I wasn’t using an up to date porcelain on my models - a few tests just now confirmed it, so I’ve got that problem solved. :slight_smile:

The switching shortcut targets crash is still with me though, and it happens even with the chor window closed. But I guess I can live with that…


#5

Carl,

The Mac version of A:M has a horribly slow realtime performance, could be A:M or OSX or the poorly written video card drivers for OSX… don’t know, it’s hard to get an answer. So, I’ve had to strip my models down to the bare minimum in order to get some decent feedback when I’m animating.
I’m trying to get to the point where I can avoid rendering out a clip but instead just hit the play button and my models move at 24 fps.
It’s funny how spoilt we’ve become. It wasn’t so long ago I could only watch my models move on screen if they were in wireframe and broken up into rectangular cages! Actually, that was quite a while ago.


#6

Urrr… the porcelain bug is still with me… this is weird. I only though it had been fixed by updating the porcelain mat. because when I do a render of the 2 model shortcut only, it does not get stained, but when I extend the bounding box to cover both shortcuts of the model the stains appear. Weird. Can’t reproduce it with any other model though… might have to do with the sketch material I have on it. Gah.


#7

As I am building the images for eggprops I am noticing a lot of off behavior with the Project Workspace when certain materials are applied. I had to re-build the gold material from scratch because it just wouldn’t apply correctly. Things would get all garbled up. . . I reported it but. . . I supsect it isn’t anything that will be re-producable.


#8

Here’s another obscure one. I do a lot of animated gifs so I render animations with step 2 to reduce the amount of frames… lately whenever I do this, the render hits some sort of weird loop and one frame never gets rendered, it just sits there piling on minutes. If I render all frames or change the framerate everything pops out within schedule. Anyone else get this one?


#9

<<2 2 shortcuts of the same model with porcelain in the same choreography will cause unsightly staining in the second model when I render to file (Not in screen renders). This is tied to porcelain so I can fix it by either removing the porcelain or adding the same model saved with another name instead of another shortcut>>

I gave up on this one. Thanks for the solution.


#10

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