With JackO it wasn't a tag- or sequence problem, it was one of
the first things I made, a modified avatar based on vshredd,
where I removed the head and replaced it with a converted
pumpkin model with an editor, then I textured the whole thing
in rwmodeler - not sure what was wrong with it. Now I just
loaded the model in AccuTrans and saved it with avatar hierarchy
settings and that was already enough.
I doubt that the model had a bug, as it loaded in rwxmod,
rwmodeler, accutrans, AW3.2, AW3.1 and AW2.2 just fine.
The sequences are OK too, as they still work fine on the
original vshredd and now on the fresh saved JackO too.
Nevertheless your informations (and thoughts) are interesting.
Finding workarounds for the new AW sequence engine - well,
I have not redone or modified any sequence yet and will wait
for the bugfix(es).
Thanks :)
Volker
[View Quote]glitter bug wrote:
>
> Ananas,
>
> I havent looked at Jack yet but I have found that having location or facing
> angle set in a sequence but NOT having rotation set will cause the browser
> to crash. I accidently unclicked rotation key frame in Acutrans without
> noticing and the browser crashed constantly when activating the seq. I fixed
> that one click and it was fine. I then deliberately removed this one thing
> from other seqs and it caused the browser to crash also. This only occurs
> for rotation not the other attributes which clearly indicates its a bug ...
> because sometimes you want to move in one direction while making no change
> in rotation. The concept of specifying the default for that rotation is fine
> ... but why should it crash rather than simply fail to work (like when you
> don't specify the other defaults).
>
> For the record on sequences
>
> 1. normal scale in AW is 1:100
> 2. horizontal scale in seqs is 1:100
> 3. vertical scale in seqs is 1:1 (go figure)
> 4. all defaults for rotation, altitude, location and facing angle must now
> be specified wherever a key frame for one of them exists.
> avoid leaving rotation unspecified at any time for any frame where a key is
> set for other attributes
> 5. previous seqs were designed at 30 frames per second. The new engine will
> NOT render all frames even when you have ample video capability so you need
> to specify every frame as a key to avoid twitchy motion on complex sequences
> (= very big seqs)
> 6. Rotations greater than 45 degrees between key frames will not show in the
> sequence at all ... suggesting the real frame rate is 25fps or less. Of
> course you shouldn't go that far without a key frame, but it does clearly
> demostrate the poorer real performance of the engine. Of course this can
> appear as smoother and more robotic ... but that's because intermediate
> frames are missing.
>
> Do we write around these bugs and assume they won't fix anything cos they
> like the engine just as it is. We could end up having to rewrite them again
> later if AW do fix the problem?? As yet there is stilll no response or
> leadership from AW on this so I suggest people don't modify their sequences
> just yet.
>
> Glitter
>
> PS for the idiots out there: Of course those who still think I have no idea
> what I'm talking about can choose to ignore this information. I wouldn't
> want to be considered sharing anything and damage my selfish reputation now
> would I?
>
> ananas <vha at oct31.de> wrote in message news:3CFB01B3.E08BB543 at oct31.de...
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