New versions 2.4b are up!


#1

Go to downloads on http://www.projectmessiah.com !


#2

Taron,

Can I suggest that add your Grid & Wire notes in the readme as there is no mention at all.

R


#3

I salute you for this! :buttrock:

Great suggestion, but it’s a little late to do that! Thing is, it came a little late and the notes appearantly didn’t make it into the installer…tisk!

:wip:

Thanx!

Taron


#4

That was fast :slight_smile: I like the way the camera reticle scales now, that always bugged me in the past.


#5

what has been fixed?


#6

Right now you’ll have to install it to get the notes, there are plenty of fixes and improvements!
I’m trying to push us to make a beautiful page with all the notes, documentation and inspriation. :wip:

We’ll see how quickly we can get the PR rolling. It’s a drag. We’re programming like there’s no tomorrow, but our PR is crawling somewhere behind yesterday…freaky. :banghead:

Anyway, we’ll get into the groove eventually for notes and announcements! :wip:

:wavey:


#7

Taken from the 2.4b readme :

The camera recticle now adjusts so that it doesn’t get hidden behind the
edges of the world view when the graph is all the way down or when in
the F3 extended list area mode is active.

Added ability to fix the errors generated by Zbrush uv map
displacement image data, where the data from shared polygon edges
is written out with different values on the map, and ends up showing up
as a crack in displacements.

Fixed .Obj object UV reading where some map points wouldn’t be
recognized.

Changed z_to_parent_length in bones so that when adjusting the bone
length, the children are moved with the parent bone, relative to their
position to the parent bone, instead of just snapping to the end of it.

Added “Frame Time” to the render display, which accounts for things
like subdivision time, that may not be associated with the renderer’s
portion of the time.

Added better handling of mapping mouse move direction to bone
length and range hot spot’s direction, to lengthen and shorten.

Added saving of UV data to LWO or OBJ files if the loaded LWO or
OBJ file contains UV data.

Added Maya 7.0 connection plugin


#8

I think something’s still broken with planar mapping in 2.4b :confused: Unless I’m missing something obvious :stuck_out_tongue:

Test this .mpj - it’s the numberplate object from the car I’m working on.

Rendered in 2.2 :

Rendered in 2.4 :

Tested .obj and .lwo, and it’s the same for both.


#9

GREAT STUFFF!!!

The bone scaling issue was a pita, very happy to see it go!

and im glad the render time is more accurate, awesome!


#10

Let the games begin…


#11

Well hell, let us look at that, that’s a weired one! Thanx for sharing already. We’ve been very focused on UVmaps and might have missed something in the good old fashioned mapping styles again…very strange at least! I will keep you definitely posted! Scary stuff. :wip:


#12

Thank you Taron and the rest of the Pmg bunch! You always show a lot of class and passion for your product.


#13

Problem solved! Was a silly one, too! Right after 2.2 it must have snuck in behind our backs, but it’s all clear and fixed! We’re debating right now whether to add a patch or to update the installer. I’ll keep you posted! Just rest assured, it’s taken care of already! :rolleyes:

:thumbsup: Thanx a lot! :buttrock:


#14

Thank You, Bugpoo! :beer:
It’s a ride and without passion, I think it would be impossible for anyone, or I’d be scared of the one, who’d succeed in it without it.( :twisted: ) :slight_smile:

I’m so ready to have a beer, actually…but it’s like…hmm…1:40am…nah, I’m even more scare of doing that right now!

Thanx again!

Taron


#15

Here is hoping for docs/videos/and a great new release page!


#16

…from my dusty little closet, haha…I’m sorry I never posted them, but initially I wanted the examples to be the result of some tutorials for particles. But I just happened to realize, man, I think nobody has any idea of what’s really possible with them, yet. So here’s just a little taste, nothing too fancy…quick experiments and tests…
Assorted Particle Clips(7mb ZIP)

Hmmm…it’s very raw, of course, but it’s just to give you a starting idea! The tutorial videos are going to be really fun, actually! I just wished they wouldn’t have to be such huge files…but well. Because then I could give you such beautiful long sessions…playing with the shader is such a blast and so much to explore. I will just set up some scenes, so you can play around with it already. I havn’t done too much tutorial work, yet, and never had time to fully think about how to prepare it best. So, now, I will try! :wip:


#17

IMPRESSIVE!

Man I want the settings for the Comic fire and Explosive…Totally awesome!

What were the rendering times?
Also Comping particles are particles a post effect?

Its almost 7 am here …whata re u doing up taron


#18

just one word about it : FANTASTIC :thumbsup:

Jump into my Forum to show that

Phil


#19

I’m nervous about how you all are reacting. Can’t quite sleep for that matter. I’m excited and worried and energized and all of that…trying to prepare more material, too! I’m also kind of hawkeyeing, if any problems show up, after that planar mapping scare a few posts down. I’m just glad we managed to find it right away and get rid of that silly mistake. But yeah…even without even drinking any coffee…it may not seem that way for all of you, I don’t know, but for me this is a big bunch of days right now, releasing something that is quite precious to us and well…really, really precious to me. Hard and good labor! :love:


#20

so have all the bugs from the original 2.4 been fixed?..I’m reluctant to download yet another update unless it actually works this time, I’ve got a folder full of updates on my desktop & they’ve all had something that doesn’t work…the last one had some wierd mouse issues where I couldn’t even load an item to test out the bugs.

I know that you’re all working hard to get things working but I’d rather not need constant updates & just have a solid app from the get go…is this the one?

oh, & I don’t suppose autorig’s there yet is it?:twisted: