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Type: Posts; User: Jarno

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  1. Sounds like they are being controlled by...

    Sounds like they are being controlled by something else. A motion plugin, or dynamics, or an expression? Is autokey on or off?

    ---JvdL---
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    Sounds like a fluke. Probably one of the render...

    Sounds like a fluke. Probably one of the render threads crashed, and through some amazing luck none of the other render threads hit the same problem.
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    Check the graph editor options. The behaviour you...

    Check the graph editor options. The behaviour you are describing is intended if "Lock Motion Keys in Time" is on. It applies edits to all motion channels, so that you don't end up with keyframes on...
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    It does normalize by itself, so the vectors can...

    It does normalize by itself, so the vectors can be any length.

    ---JvdL---
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    I don't think I ever said it does that kind of...

    I don't think I ever said it does that kind of caching. What has changed is when the OpenGL mesh for a deforming object is regenerated. Previously it would regenerate on every redraw of the viewports...
  6. The opportunity to add Metamorphic to the...

    The opportunity to add Metamorphic to the LightWave package came quite late in the development cycle for 2019. So there wasn't much time to make any significant changes to it.
    I am now in the...
  7. Sticky: As Tim parsons said, the denoiser only takes...

    As Tim parsons said, the denoiser only takes milliseconds. NVidia designed it for realtime use. As long as you have a video card that can run it, you won't see any slowdown.
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    If there is anything enabled that can deform an...

    If there is anything enabled that can deform an object, then drawing that object in the viewport uses a slower method than drawing non-deforming objects. (In technical terms, deforming objects use...
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    Layout tends to reevaluate the scene multiple...

    Layout tends to reevaluate the scene multiple times with the same frame time after scrubbing (for complex and not good reasons). So you are still seeing the effect of the motion using the previous...
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    In LightWave motion evaluation always comes...

    In LightWave motion evaluation always comes before object replacement. So trying to make motion depend on the result of object replacement is not going to work as you want it to.
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    Are there any overlaps in the UV map? It could...

    Are there any overlaps in the UV map?
    It could also be that the ray offset isn't sufficient, so that in those areas it starts below the surface instead of above it.

    ---JvdL---
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    Indeed. Do make sure the Hub has picked up the...

    Indeed. Do make sure the Hub has picked up the correct and matching version of both Modeler and Layout. Otherwise communications may fail due to differences in protocols and data formats.
    ...
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    For starters you appear to be making a mesh...

    For starters you appear to be making a mesh *deformer* plugin, but your activation function is checking against the mesh *modifier* version, but that shouldn't matter as they are currently the same....
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    Good to see even back then updating the About...

    Good to see even back then updating the About panel was a forgotten thing until about 10 seconds before official release.

    ---JvdL---
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    Both problems will be the same thing. It has to...

    Both problems will be the same thing. It has to do with some of the image drawing becoming invalid.
    Usually this is an issue with the gfx card driver. What card and driver version do you use?
    ...
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    I'm fairly sure that UE4 does not come with an...

    I'm fairly sure that UE4 does not come with an LWO loader. It isn't listed in the import, nor mentioned in the source code. Maybe the contractor is using a 3rd party plugin?

    ---JvdL---
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    Ah, that'll be because those lines have a...

    Ah, that'll be because those lines have a LWCAD-defined polygon type on them. Polygon types generate new geometry, which is the "freezing" part. When the mesh deformation is changed, polygon types...
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    The intention is that the buffer will work with...

    The intention is that the buffer will work with motion blur turned off.

    ---JvdL---
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    It is a bug in determining whether or not motion...

    It is a bug in determining whether or not motion vectors should be calculated from deformation. Motion vectors are used for the motion buffer, and also for motion blur. However, it only checks for...
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    There is an issue with the motion buffer...

    There is an issue with the motion buffer creation. It will only work if Motion Blur is on in the camera, and the deformations have actuallly moved some vertices at the current scene time.
    ...
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    The performance hits will be in doing system...

    The performance hits will be in doing system calls (basically, calling stuff in the kernel of the operating system). That basically doesn't happen during rendering, which is just pure number...
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    Probably a master plugin with a gizmo handler....

    Probably a master plugin with a gizmo handler. Bones are done like that.

    ---JvdL---
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    Loading such scenes will be much, much faster in...

    Loading such scenes will be much, much faster in the new version.

    ---JvdL---
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    What I'm suggesting is that you first have all...

    What I'm suggesting is that you first have all your old format data, then the new format data. When loading, first load in the old format data like with the previous version. You know how many vparms...
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    This is why it is a good idea to always version...

    This is why it is a good idea to always version your save data. I usually have a top-level block wrapping all the save data, with a version block in it, like:

    { MyPlugin
    Version 2
    {...
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