Jason Simonds Posted October 11 Posted October 11 Windows: Windows 32Bit Windows 64Bit SDK: v19.5 SDK Change Log: Decaling broken in V19.5f / f1 New 64bit Only internal imageio based on OpenImageIO some additional fileformats can read and write Read/Write: WebP JPEG2000 JPEGXL DPX ICO IFF PNM GIF Read Only: Cineon DDS RLA SGI Softimage ZFile GIF ICO DPX Tif can load multiimages (like a video) some enhancement for other formats new menuentry for bitmaps "Extended Information", if the format support this some internal fixes in this area too New Hairguides can now be selected from the Projecttree New A new Button for the Grooming Bar "Select Hairguides from Patch", select the all hairguides, which have influence on the patch Your selecting with a mouseclick New 0007246: Invert selection with "border" CPs still selected Menu entry "Invert Selection with Border" , default kay Shift+. (Period) Modified If You add a new gradientkey , the type is now computed from the nearest two other keys means if the other keys are colorkeys , the new key will be also a colorkey recent it was always a percentage key Modified 0007289: Tweak: larger toon line bias values? "Toon Line Bias" maximum value now 500000 "Toon Bias" maximum value now 1000 Fixed 0007303: Bone rotations different in v19.0 and v19.5 Fixed 0007269: Decal not rendering on all patches Fixed 0007295: Primitive Plugin make zero thickness Rings Fixed 0007304: Crash after "Correct Normals" Fixed 0007302: Lasso Line Not Working Fixed 0007301: "Lock IK" property gone Fixed 0007300: Crash After Rotating Bone Fixed 0007297: Sound wave not appearing in PWS Fixed 000728: Animated Camera rotoscopes don't work Fixed 0007265: Backup reports unnecessary file errors. Fixed 0007296: Thermo Gradient is wrong Fixed 0007241: Freeze on missing asset Fixed 0007293: NetRender never renders frames Fixed Save and load keycolor for imageio plugins png and tga Memory leaks fixed for Simbiont plugin Memory leaks fixed for RenderNode Fixed 0007291: Crash after Undo after Grooming Tool Fixed 0007292: Crash after using Hair "Select from Patch" Tool Fixed 0007290: Hair Grooming Density Mode Tool not working Fixed Crash, when Hairguides selected, than changed anything (lengthen, density) and undo/redo or revert project was done Fixed Minor Bug If a picture is save under a different name, the icon and name in the pws tree not changed to the new one Quote
Hash Fellow robcat2075 Posted October 14 Hash Fellow Posted October 14 @Fuchur @yoda64 Quote New 0007246: Invert selection with "border" CPs still selected Menu entry "Invert Selection with Border" , default kay Shift+. (Period) When i try this, it doesn't work. The inverted selection is the same as a regular invert with no border CPs. Quote
Fuchur Posted October 14 Posted October 14 Had to first give it a shortcut (was not assigned first). It does something different, but likely not what it should. (see Screenshots) So there is some kind of border now (four additional CPs around that, but I would have thought only 4 in the middle should now not be selected) Best regards *Fuchur* Quote
Hash Fellow robcat2075 Posted October 15 Hash Fellow Posted October 15 What is the logical definition of a "border CP"? Is it every CP that is selected but also has one or more unselected neighbors? Quote
Fuchur Posted October 15 Posted October 15 For me it would be this: 1.) Select the purple group of CPs in the middle. 2.) Press Invert button. 3.) This will select the blue once. With added border CPs I would say it should select the CPs necessary to get rid of the grey ring, meaning all of it should be blue but the purple one. Best regards *Fuchur* Quote
Hash Fellow robcat2075 Posted October 15 Hash Fellow Posted October 15 I know what you want for the border, but I'm wondering how it is defined for the computer. Currently, Groups are just a list of CPs; I don't think they have any knowledge of whether the CP is on the edge of the group or not. Quote
Fuchur Posted October 15 Posted October 15 16 minutes ago, robcat2075 said: I know what you want for the border, but I'm wondering how it is defined for the computer. Currently, Groups are just a list of CPs; I don't think they have any knowledge of whether the CP is on the edge of the group or not. Try to use the Patch-Select tool to find out. It seems to be pretty possible if you ask me if that one works as it does. Anyway this is not my feature or feature request... I am just explaining what we are talking about here. If I would try to solve the problem by code, I would search for patches which have selected CPs in them which patches are not yet in my selection. It might already work like that. Or if the patch select tool's code can be used in a better way, simulate a click of the patch tool facing 1px / (a small amount) outside of the current border of a patch. I think the first approach is much simpler. Best regards *Fuchur* Quote
Fuchur Posted October 15 Posted October 15 In short: - CP1 (red) is part of the initial selection, which contains of CP1-4. - Now search for patches, which contain CP1. You come to Patch 1, Patch 2, 8 and Patch 9 in this case. Now select the CPs of those additional patches and you have the bordering CPs. (bright blue) - Do not reselect the once you already know (dashed lines) - Repeat the same with all CP 3-4. Not sure if it always works, but I cannot think right now of an occation where it wouldn't. Best regards *Fuchur* Quote
Fuchur Posted October 15 Posted October 15 Pseudo code, which is somewhere between PHP and JavaScript syntax and has a couple of assumptions of what kind of objects / methods / functions are available in the A:M code base, but this should more or less do it: function get_bordering_cps(model, selection){ var cp_ids = new Array(); var border_cp_ids = new Array(); var patch_ids = new Array(); var cur_patch_cp_ids = new Array(); var cur_cp_id = -1; var cur_patch_id = -1; var cur_patch = new Object(); cp_ids = selection.getCPs(); patch_ids = model.getPatchIds(); var i = 0; var j = 0; var k = 0; while(i < cp_ids.length){ cur_cp_id = cp_ids[i]; j = 0; while(j < patch_ids.length){ cur_patch_id = patch_ids[j]; cur_patch = model.getPatchFromId(cur_patch_id); cur_patch_cp_ids = cur_patch.getCPs(); k = 0; while(k < cur_patch_cp_ids.length){ if(in_array(cur_patch_cp_ids[k], cp_ids)){ if(!in_array(cur_patch_cp_ids[k], border_cp_ids)){ border_cp_ids[border_cp_ids.length] = cur_patch_cp_ids[k]; } } k++; } j++; } i++; } return border_cp_ids; } It is pretty simplified, but hopefully should illustrator what I am talking about. Best regards *Fuchur* Quote
Mechadelphia Posted October 20 Posted October 20 The installer says that it's installing v19.5F_1. Is there an alternate link or an update address to the ftp server? Thank you! Quote
Hash Fellow robcat2075 Posted October 20 Hash Fellow Posted October 20 20 minutes ago, Mechadelphia said: The installer says that it's installing v19.5F_1. Is there an alternate link or an update address to the ftp server? That is the current installer. it's just misnumbered. Quote
Mechadelphia Posted October 20 Posted October 20 14 minutes ago, robcat2075 said: That is the current installer. it's just misnumbered. Ok. I'll give it a shot. Thank you. Quote
Mechadelphia Posted October 21 Posted October 21 It looks like decaling is still broken in the version linked to here. Can anyone check to verify that? Thank you. Quote
Hash Fellow robcat2075 Posted October 21 Hash Fellow Posted October 21 @Mechadelphia Well, maybe that installer wasn't so current. Sorry! in f2 I was able to cylinder-wrap a decal but not able to apply a regular planar decal. I also notice the f2 installer has exactly the same number of bytes as the f1 installer. I have a beta "g" version that fixes the decaling. For now I'd say use v19.0 until g comes out or the f2/f1 mixup is resolved. 1 Quote
Mechadelphia Posted October 21 Posted October 21 Thank you for investigating that and confirming the decal issue. 🤝 I'll go back to a previous version as you recommended. Quote
Jason Simonds Posted October 22 Author Posted October 22 I see what I did wrong! I uploaded the F2 Release to hash.com not the animationmaster.com now it's fixed! Sorry about that being partway though a domain change and server move it a lot to undertake! 1 1 Quote
Mechadelphia Posted October 22 Posted October 22 15 hours ago, Jason Simonds said: I see what I did wrong! I uploaded the F2 Release to hash.com not the animationmaster.com now it's fixed! Sorry about that being partway though a domain change and server move it a lot to undertake! Thank you very much! 🥳 Quote
ada Posted November 21 Posted November 21 I do not mean to be pushy but I hope you really are planning on adding a tool that enables you to place lone CPs . A feature like this won't hurt and it would leverage the already existing tools. The idea is you could add a lone CP , change the 3d perspective a little , add another one , and so on. And then you could draw along them to create a curve. It is very difficult to draw a curve while changing the 3d perspective simultaneously . I submitted an issue about it about a year ago. Quote
Hash Fellow robcat2075 Posted November 21 Hash Fellow Posted November 21 3 hours ago, ada said: I do not mean to be pushy but I hope you really are planning on adding a tool that enables you to place lone CPs... I haven't reviewed our entire discussion on this... so maybe I've already suggested this, but... since the goal is to eventually make a spline, how about if you laid out a spline of several CPS first then moved each one to the locations that you intended to place lone CPs? That way you would have the GUI navigation tools available to you in a way that they are not when you are in the middle of spline creation. Quote
Admin Rodney Posted November 21 Admin Posted November 21 I can't recall if I added this to the discussion or not but... As a workaround to the single CPs requirement, we can hide parts of a spline. Here I've got 4 different lonely(TM) control points. Each one has another CP but they are all hidden. That doesn't help at all with drawing to those CPs but for cases where single CPs are needed that works in a pench. Edit: Actually, it can help with drawing to the CPs but the workflow has to be considered carefully. Particularly because at some point you'll want to unhide the hidden CPs and disgard them. Ideally you've already copy/pasted the splines you want into a new model. Quote
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