dear igors,
please take a look at this project:
in animator everythings looks like it should, but take a snapshot render. all messed up.
dear igors,
please take a look at this project:
in animator everythings looks like it should, but take a snapshot render. all messed up.
That’s knackered! I can’t even seem to move the trestle plugs…
However, when I create exactly the same thing in a new project, it works as expected…
Very strange…
Ian
uuuh, nice update with splines.
unfortunatly some little problems:
merge factor 1 - ok:

merge factor 0 - not ok:

another problem:
“by indices” - ok:

“by position” - not ok:

Hi, Uwe
Fixed in beta 7 (coming soon). Such detailed reports as yours make our work much easier. Thank you and don’t hesitate to inform more bugs 
Scrim beta 7. Invert normals does not work. Matter of fact, none of the general options seem to be working.
ok, I have finished going through what the plug’s do, and have run a few XP tests… which work just fine. I still have more tests to run.
1 thing that would help, and Jens & Patrick would have to help with this also, I am sure… but it would be helpful to know how many points a trestle plug-in has. Either as a test or as a static variable.
Second, I would love to hear some ideas on how people would like to see XP control. it has point control, and works fine with scrim, so it has potential. I am stuck with the thoughts of jellyfish movements, randomizing points, passing waves through points, and similar simple tasks. I see what was done with the car & button, and it is clear that others in the beta have a better understanding of how it can be used and I would love to hear some brain storming.
One thing I did notice is that scrim does not allow motion blurring of the point movement? Which is similar to other plug-ins.
Cj
Hi, Charles, glad to see news from you
So, it would be helpful to add an auxiliary channel “count of points”? Please confirm/concretize and we’ll add it tomorrow
Hehe, Charles, work would be much easier if we’ve a “bank of ideas” and think only about how to implement this or that. But in real life a developer should propose an idea and people support it (hmm… maybe
)
Right, all blur of original point movement is ignored. It’s always a problem which blur (inherited from childs or self) should be counted.
Igors,
The animation channel bug is still there (from a post a couple of pages back).
If you replicate, then create either/or scale/rotation animation channels, all the replicated instances dissapear. You have to create position animation channelsalong with scale/rotation to get around this.
Also, space bar doesnt work as the ‘apply’ shortcut like it does in Revolver, Bebel etc etc.
Cheers!
Ian
Hi, Ian
Preparing Trestle beta4 (today later or tomorrow)
spacebar is busy with “scale rectangle”. Unfortunately, F8 (same as all “F” keys except F1) is not supported by plug-ins API for PC platform, we need to add a piece of native PC code. Not all at once, Ian 
Okay, whoops, I got confused, the last beta was Scrim not Trestle, so of course the bug isn’t fixed 
My mistake.
Ian
do you care to share this little secret with us? i have tried some things with different setups, but can’t find a way to generate this kind of geometry. really curious! 
It’s the standard hole procedure as described in the manual…
There are two scrim objects, one for the outsides of the button, one for the insides.
Take a look at the screenshot. I tried to do holes with a different method but apparently the way I tried was ‘unlucky’ eh Igors 
sooo, you want some ideas?
you know, i still have some up my sleeves 
all of this is for future versions, of course. and yeah, i know, i am a pain in the *** 
1. Animatiable surface coverage for Scrim. like so:

pretty self-speaking, i think.
2. (a little bit more advanced) Projected Trestle Wires
this means that if you link some geometry to Trestle, you can project the control points in +/- Z diection on this geometry. for better understanding i build a little mockup:


the options:
direction: - none
- positive Z
- negative Z
Offset: the offset the resulting wire keeps from the child geometry in GU. positive or negative values. 0 is on surface
Distance: the distance Trestle looks for Geometry. if no geometry is found to project on within this value, the control point is not moved. maybe better called treshold.
updated: (this is where the fun begins) this checkbox keeps Trestle LIVE (like in Maya).
Trestle looks for every frame if the child geometry is moved or otherwise animated. even if the X, Y values are changed in graph editor, trestle updates the Z values, so the projected wire always stays connected to the geometry. this will allow some pretty nifty animation setups.
ok, i hope you understood my ideas so far.
That would be cool, it would allow you to build patches between objects.
Good thinking Uwe… If it can be done 
Ian
Hello, gentlemen
Trestle Beta 4:
Animation channels bugs are fixed
Auxiliary channels are added for XP
Graph: Cmd (Ctl for PC) + mouse click (but not drag) = add a new point to end