The non official Messiah 2.4 BUG tracker


#281

Exactly the problem fellas. Good to see that I’m not alone here.
So this is an easy fix, right Taron? :slight_smile:

Double click=place cursor
Triple click=hilight entire line (would be nice)


#282

Problem solved already! Comes in the coming patch! I noticed it a while back already and was a bit shocked. When the light list issue came up we thought we found the only problem and solved that, but that fix caused this new problem…tisk…just how we love it. But, yeah, we’ve got it all working fine now! :thumbsup:


#283

:applause: I knew you guys were on it! Thanks Taron. :slight_smile:


#284

If you create an AVI preview under the Play tab and check the label frame ON, then it produces an AVI labeled as follows:
frame 0 = 00000
frame 99 = 00099
frame 115 = 001115
frame 263 = 002263
frame 750 = 007750


#285

I’m just setting up my new machine (ooooh) and just want to know which version of animate to install. There was a flurry of releases a while back, 5.4a - 5.4d and before I update to 5.4d (the obvious choice), I just want to check that it is the best to install. Lastly, I got messiah animate at version 5 (5.0?), does the latest patch update from that or do I need to go to 5.2 or 5.4 first?

Also, Taron, the patch you mention, any ideas as to when that might be out?

Thanks…


#286

If I load an image into Image Manager and make it an image sequence and then delete it, messiah does delete it but a reference to the image incorrectly exists in the image viewer popup.

The 2 crossed out images (image sequences) below were deleted but they still show in the image manager…

…while if you look at the image list they are in fact deleted.

Only when I reload the scene, does the image manager’s image viewer update the deletions.


#287

Perhaps someone else wants to also test to confirm this as a bug?

Set up a spot light and in the Light Block select an image which has been set up as an Image Sequence (do this under the Play tab with the Image Manager). Project onto an object or the floor. For me it renders black. Double check by selecting a still image and rerender. For me the still image renders fine through the light projector.


#288

My final test for this confirms that messiah renders only the 1st frame of an image sequence when applied to a spot light projector. When exactly the same image sequence is texture mapped in the same scene onto an object, it correctly renders the video clip playing from frame 0.

The reason I got black in my previous test was simply because frame 0 was black.

For me this is a confirmed bug.


#289

Simple default scene, a plane for texture mapping, a 1400x1200 image sequence of 476 frames long (specified in the Play Tab under Image Manager).

Map image on plane, set to render from 0 to 475.

At this point the total system memory in use just before render (OS + messiah + scene) was 600MB.

Hit render and watch the RAM run up 5MB per frame, a steady climb in RAM usage until 128 frames later the RAM usage is 1.25GB. I took a screenshot before it crashed. Once the render is stopped, even if not running on virtual memory, messiah does not clear RAM. This test rendered at only 2 seconds per frame - perhaps not enough time to unload? The exact same happens when rendering complex scenes which render at 5 minutes per frame.

The only way to clear memory is to let messiah run till it crashes or to quit and restart the render, picking up where you left off.

Of course anyone is welcome to also test to confirm this bug. I’ve seen it in production and in a test. For me it is a confirmed bug.


#290

After having a Motion Dynamics Spring setup and editing the start and end points in the popup lists, the Auto generated rest length is no longer reliable and requires that the scene be reloaded before animating.

Do this as a simple test:
[ul]
[li]Create a FlexMotion curve with 3 points, each 1 unit apart.[/li][li]Add Motion Dynamics, SHIFT+select the 3 points, click Make Branch Spring[/li][li]assuming you had a perfect spring creation with no cleanup you should have 2 springs[/li][li]click the first spring and look at the Auto rest length - it should be 1.0[/li][li]click on the 2nd spring and rest length should also be 1.0[/li][li]now select 1st spring: start should be curve_point_1 and end should be curve_point_2[/li][li]change end to curve_point_3[/li][li]1st spring: start should be curve_point_1 and end should be curve_point_3[/li][li]auto rest length for the 1st spring should now be 2.0, but it’s not - it’s still 1.0[/li][li]now save scene and reload[/li][li]go to Motion Dynamics Springs and check out the rest length now = 2.0![/li][li]change spring_1 end back to curve_point_2 and the rest length remains 2.0 instead of 1.0[/li][li]save and reload scene - fixed![/li][/ul]


#291

Motion Dynamics - Springs - value entry bug.

When you select the first spring and enter values like Strength, Weight, Damping, etc., those entered values are automatically also entered for the 2nd spring. You then need to select the 2nd spring and edit the values back to what you want them to be. This does not affect the 3rd spring.


#292

With Soft Body Dynamics’ Start Time set to 350 everything works fine until I reload the scene and then the Start Time button is by default deactivated, making the simulation start prematurely.

If you had a SB setup done and you reload and hit render, you may find that the results are not as when you set it up!

I did not test release time, but it may suffer the same problem.


#293

messiah not saving parameters has an unbelievable long history… :banghead:

But in your case, I would rather suggest baking the dynamics for relieable rendering and scene handling. All the realtime effects in messiah are better baked out anyway.

Cheers,


#294

Soft Body Dynamics with collision detection set up on a moving object works perfect in the GUI, but as soon as I hit render, the collision fails completely and the cloth falls through the collision object. I tried exporting the cloth using SaveMorphSequence, but exactly the same failure. All I could do was create an AVI Animation Preview under the Play tab. But that’s not a final render. This was collision between 2 subD objects. I also tried making the collision object a frozen mesh, but same problem.

The solution was to forget using collisions, and set up a bone to tie the cloth to the moving object by parenting the bone to the moving object. This worked for this scenario, but most likely won’t work for other stuff.

This failure cost me a night’s rendering to find out that the cloth just fell through. I have no idea why it does this nor why SB’s do not produce the same render result as was setup in the GUI :shrug:


#295

you should always bake any dynamics before you render. ALWAYS.


#296

Thanks for the tip stooch. :thumbsup:

I did eventually bake.


#297

With a spring system setup in my scene, after some time my camera gets “caught up” in the spring system and camera motion gets constrained on the springs regardless of previous camera keys. When this happened the first time I was very alarmed since I had a lot of keying work on my camera. Turns out this only affects the first camera in the scene. I duplicated the camera and the second camera was OK again and never did suffer the same except after the duplication some Bezier handles were mangled and I had to manually edit them again. Although I have not managed to clinically reproduce this problem, it did happen time and again even on different scenes. I did check to see if the camera was not accidentally selected as an object in the spring system, but no. If it was, a spring would have been created from the camera to another object. This problem I’m having is the camera being constrained on the spring’s path in 3D space - freaky. So my scenes now have 2 cameras - one messed up one and one duplicated good one. I keep the messed up one else the good one also becomes messed up.

Messed up, huh?

Anyone have any thoughts on this?


#298

Since my spring system was made from a flex motion curve, could it be that the camera was in fact being constrained to the flex motion path?

But why? And how can it just do this by itself in the middle of nowhere if I did not specify any relationship?


#299

I have no idea, but could it be that this is still some “dirt” left over from that other weird problem with the springs not updating themselves correctly until the scene was reloaded? Maybe there is more to that then an uncleared item list - we had random stuff happening with spline points some time ago (they did mess up their order when switching between setup and animate) so maybe there is something similar going on now?

Just guessing though… :shrug:

Cheers,


#300

Hey guys, is it me or is this funky? On Flex and adding points, I don’t recall in the past having it make the point, then jumping to the Point so I have to reselect the Curve, and then I can add another point. Seems like a real pain to have it kick back out everytime, as opposed to drawing them sequentially.

Best,

Rick