yoda64
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Posts posted by yoda64
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Just out of curiosity, how many hours would you say you spend programming one?
Different , but this was not one of the complexest (like Newton) , it's in the upper midrange ,all in all around 6-8 hours, where the most timeconsuming part are tests, making them "userfriendly" and the (my) "documentation" .
Regards
Steffen
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Very interesting work Steffen,
1. Does your plugin only takes into account Y axe as reference ? (I think it is)
No .
The plugin is online, you can try it :-)
2. Do you think possible to add some feature able to take into account the Normal vector of the targetted patches (or the average normal vector of a targetted cluster of patches)I don't understand what you mean with this .
Regards
Steffen
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I'm working on a new plugin
Looks like pretty impressive stuff!
Does the distance always need to be greater than 0? I'm thinking that if the distance could be 0 you could "convert" an over-dense polygon model by fitting a light mesh of patches to it.
Only 0 is not possible for distance , it is changed to 1e-30 . Negative values for are also possible .
Maybe it will be today evening online , so You can play self with it .
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As Fuchur has said , I'm working on a new plugin (only the docu need to be written now :-(, the plugin is finished).
Here You can see some videos , what is possible with this plugin .
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I think , I know now , what there was happened .
You have running the plugin twice .
If the bone on the target side still exist, and "search for mirror only using bonename" is checked , this result occurs , because there is a new bonetree for the targetside is created .
To avoid this, uncheck "search for mirror only using bonename" , or delete the whole bonetree for the targetside .
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To check out this , I need the model and the settings You are using (start the plugin with "write logfile" checked or make a screencapture from the settingsdialog)
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Although I didn't know it when I first posted, I think MirrorBone supercedes MirrorWeight and includes the functionality of MirrorWeight. I don't think MirrorWeight is even available for download anymore on Stefan's site.
Thats right.
I'm sure you made sure your CPs *and* bones were perfectly mirrored across the X axis, but I have to mention it anyway.For this reason is the option "use tolerance for cpposition" , but use this only with small values , otherwise you can get weird results .
Also, I think the "left" and "right" naming conventions are case sensitive. If your bone is named "right_arm" and you tell the plugin to mirror all bones with "Right" in their name, it won't do any weighting.In the new version ,this behavior can also changed to case insensitive .
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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 .
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Yes, otherwise You get a secondary bonetree
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The Plugin dosent seem to be mirroring the bones correctly for me in 15.0b
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
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The plugin does not mirror constraints, as far as I know.
That's true , but there is another plugin , which will do this :-)
I don't know why I had'nt release it before (initial build was from early 2007), but now it's included in the mirrorbones download .
After the constraints are mirrored , you must work with a new action , because existing actions will not reflect the changes .
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At this time , no.
If I have got it running for V14/V15 Pc (on my system the plugin works, on others not :-((), I will crosscompiling it for the mac too .
Regards
Steffen
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I know Stefan's most excellent plugin "Mirror Bones" will mirror all bones and CP wieghts, but is there any way to mirror Bone Falloff values from one side of a model to the other side? I'm using AM v15b (PC).
Thanks.
It's not documentet (if I remember right), but the plugin always mirrored the Bone Falloff too.
Regards
Steffen
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I made a screenshot of the plugin, as you can see nothing is changed from the default settings.
The grid settings are changed ....
This problem is solved for the next V15 version .
In the time between use for Step Width "5" .
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Please make a screenshot from the settings at the terrain plugin dialog , before the problem occurs .
And fill out a report at A:M Reports for this problem .
I know, there was a problem under some specific conditions.
All other is a look through a glasball for me .
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This is a unknown char for me too ... <_>
Here you can view the shortcutreference (standard settings) for the mac .
The page is only displayed correct on the mac .
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Thanks. Interesting.. Now I just need to interpret the odd characters produced in the export
Will be corrected in the next V15 version .
As workaround select in Safari Unicode UTF-8 as display settings .
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Use A:M for doing this :-)
Tools - >Customize -> Keyboard -> Export should do the job .
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Set the option "Create model for bounding hull" to "On" or the pannu model .
Than you can see , what's gpoing wrong , the model needs "Newton_" groups to work properly, similar the shaggy model .
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First your pannu model is not embedded , so I'm not able to reproduce your problem .
But some things anyway
- the panno model has wrong normal directions
- set the fps for the project to a higher value (300 fps as example),
- set Reduce Keyframes to on
- simulate
- set the project fps back to your original value
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I have put now the (hopefully :-)) correctet version on my website .
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I see the problem :-(
Looking today at this .
Update
The problem occurs only with models with a extensive bonestructure (like the squetch rig :-()
and it will take some time to figure out , what in this case happens .
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Aview into my glass ball...
You use very small dynamic objects, normals are pointing in the false direction , the dynamic objects having a high force applied ?
Without the projectfile I can't give a more detailled answer , what happends .
For breaking objects , you need first to recreate the model with the E_Rebuild plugin , the newton plugin wouldn't do this on the fly .
FitTo Plugin
in 3rd Party Programs, Utilities and Products
Posted
Nice work Caroline .
The mac version I can build for You . Need only the actual source code .
At the weekend I will looking for the expression problem too .