yoda64
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Everything posted by yoda64
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I think it's a sideeffect from #0005442: [Realtime] Bones and Null objects should be colorable too.... and it should work in Chor-Window too I'll look into this .
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In the program properties , You should set "disable desktop composition" to on
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I'm not sure if I had added the option to change the magnet field radius in V15.f or it will be first in 15.g . If it is not in 15.f , You can change the radius via the registry , search for the key "Magnetic field distance" .
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Please make a bugreport about this , it's definitivly one .. :-( I think a workaround isn't possible .
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Too (no crahs) , but the problem here is , that it should never happend (or possible) that the same bone is weighted twice to one cp . Second problem , I can't watch the quicktime , so I can't repeat the steps , but I will look at this issue. I think als that this dialog needs a redesign , I think it's confusing , when You put a percentage, hit "Apply" and the resulting value is different from what You have typed in (some recalculation is done in this case) .
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Any emulation software running ? The error comes from the cd copy protection .
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screenshot ?
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The problem in your case is , that the lights in your model are not embedded , they are linked . Under this conditions the reload for the linked lights fails . As a workaround for now , embed all lights into the model .
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I have the plugin now updated, so it's measured also the curvature distance between 2 cp's .
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Please do this and attach your MasterPrefs.ini and the lbr file. I will look into this .
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First Have you copied the *.lbr files from /Libraries also ? Second Are the location for this copied folder in the same place relative to the A:M main directory (on the mac normaly at /Applications/Animation Master 15.0/) ?
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Animation locks up after rendering 3%....
yoda64 replied to Kelley's topic in Work In Progress / Sweatbox
Please open a bugreport on A:M Reports , it's in definition a bug . -
As a workaround , don't render the entire view , select a bounding view with to render . It would be interested for me , if users with nvidia gpu's also affected from this issue .
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In this case, sharing Your projectfile is very helpfull .
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The problem is , that in your model are some bones in the relation , wich have no contraints assigned . I have put a new version for the plugins on my website , they are adressing this problem , so A:M will not longer crash .
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The problem in all three files is a missed token, in this segment <GROUP> Name=Head Matrix=1 0 0 -6.19888e-006 0 1 0 31.3083 0 0 1 1.43247 SaveError=EXCEPTION005 </GROUPS> When You replace the "SaveError" line with "" the files are loading correct . I don't know , why this has happened and I'm not able to reproduce this after same short tests. The corrected files are in the attachment . Deer_Whitetail_c.zip
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Hi Caroline Sorry for highjacking Your thread again ... The only issue with the plugin was that I did find that the bones called "right" copied and weighted correctly, but the bones called "Right" copied, but did not weight (I had unticked case-sensitive). I fixed that by renaming the "Right" ones "right". Is now solved , also the rmweight problem .
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Make a report please . For the time, before this problem is fixed in A:M , I have added to the mirrorbone plugin package a plugin, that will correct such problems . Redownload the plugin from my pluginpage. It's called rmweight ,but appears in the menu as "Check CP Weight's" (starting from a selected model) (mac v15 version is updated too)
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I will look into this again. But , I had think it was solved .
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As I had said , first I need model where this error occurs .
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After Mirrorbones or TSM ? In both cases please provide a model with such a problem . For me , writing a plugin
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Importing bone structures into another model
yoda64 replied to Phil's topic in Work In Progress / Sweatbox
A question because a bugreport is opened for the first way (importing model). In which version has this way worked ? I know now where and why this happend (overwriting the existing relationships) , but I'm not sure if it is suitable, to change the actual way , this is handled . -
Importing bone structures into another model
yoda64 replied to Phil's topic in Work In Progress / Sweatbox
Yes, otherwise You get a secondary bonetree -
Importing bone structures into another model
yoda64 replied to Phil's topic in Work In Progress / Sweatbox
That's new for mee .... The problem , which occurs in your model is , that some bones are not excact on the x0 axis, like this picture If You have corrected them , (for control main it is needed to change the z-rotation to 0) , it works without problems like the next pictures, You must run the plugin twice , with selected "main" bone and selected "control main" bone Then run MirrorConstraint (start with on the model), and voila