Reactions to 7.6!

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Reactions to 7.6! // Roundtable

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Post by W!ZARD // Jul 26, 2008, 6:14am

W!ZARD
Total Posts: 2603
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I've just spent the evening and a good part of the morning (it's 4 am here) checking out the character tools and I'm in awe! Everything I ever wanted tS character anim tools to be it now is. The Morph tools work superbly - smooth, positive I couldn't ask for more. The optimisations to the vertex weight painting tools are totally excellent.


After a bit of playing and manual reading I imported an old character mesh, added some geometry for mouth parts, created a heap of Morphs (Amateur ones as I'm new to using morphs) and re-rigged the character to a skeleton - no bugs, no glitches, no problems. I am absolutely rapt with the upgraded character tools - now they are everything I thought they should be. Now I can start to hone my animating skills without having to fight the software (it was doable before - now it's a breeze!).


I just want to take this opportunity to express my heartfelt thanks and deepest appreciation to all the developers and beta testers and other assorted Caligarians - you folk have done an outstanding job with this release and as far as I'm concerned you are all bloody marvelous! I hope you all feel exceeding proud of yourselves.:D


Roman, if you are ever in this part of the world I'd be proud to buy you a very large beer!

Post by Igor K Handel // Jul 26, 2008, 6:35am

Igor K Handel
Total Posts: 411
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Man this software is addictive, and I don't even know what I'm doing :D
Looking like some sillyo'clock late nights are inevitable, I can't put it down!

Banana man is doing my head in posing wise, but I think its me rather than TS.

Anyway as the animators meeting is in only 2 1/2 hours time, with a bit of luck 3DFroggy can set me right.... Rivit. Poor guy doesn't realise what he's let himself in for :rolleyes:

Haven't had the time to check out the morphing, but the weightpainting is VERY solid now, not only solid but with a load of just plain usefull options too; smooth, grow shrink, set and appearance.. a pleasure to use!! The seperate tool is way usefull, as are all the new selection options, theres a ton of em and they are all just plain usefull for everyday modelling.... fantastic!

I second the BIG THANKS for such a fantastic "Gift".. Cheers Roman and all the crew, nice job. Oh and while I am at it a big thanks to the guys n gals manning the tech questions forum replies. Doing a fantastic job fielding a barrage of questions. Insomniacs of the world unite! For sure a round of Bananas is in order :banana::banana::banana::banana::banana::banana::b anana:

Best wishes
IK

Post by andras // Jul 26, 2008, 10:31am

andras
Total Posts: 111
I just say: THANKS!

many many thanks

Post by transient // Jul 26, 2008, 5:01pm

transient
Total Posts: 977
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I'm very happy so far. The free tutorials is a very nice touch; I can definitely recommend the vray one, explains things very well (I'm far better with videos than manuals in general).


See wizard, whingeing does work. ;)

Post by jhowell // Jul 26, 2008, 5:06pm

jhowell
Total Posts: 400
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I too say thanks to Caligari. Truespace 7.5 and now 7.6 character animation tools have been a breeze for me since 7.0. Weight painting, joint limiting, IK handles way too easy (for me .. because I work with other hard to use software packages). Now Iam so hooked on the morping and REAL TIME INTERACTIVE booleans that I cant see straight (like ducky below)... :jumpy:


http://4webs.biz/truespacestuff/june27duckinroom80frames20speed.gif

Post by Steinie // Jul 26, 2008, 5:06pm

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I've been following everyone's comments and I must say I have never seen Transient this happy...his Avatar ALMOST smiled...:D

Post by W!ZARD // Jul 26, 2008, 5:17pm

W!ZARD
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I'm very happy so far. The free tutorials is a very nice touch; I can definitely recommend the vray one, explains things very well (I'm far better with videos than manuals in general).


See wizard, whingeing does work. ;)


If this is the result of your whingeing then whinge away, my friend, whinge away!;)


@Steinie - with the new morph tools Transient can make his Avatar smile easily!

Post by transient // Jul 26, 2008, 5:37pm

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Total Posts: 977
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I've been following everyone's comments and I must say I have never seen Transient this happy...his Avatar ALMOST smiled...


He's happy on the inside.


I've had my say about things in the past (sometimes less diplomatically than was probably warranted) which I suppose as a paying customer I considered to be my right.


But you have to give credit where it's due imo. I haven't encountered any showstoppers yet, and ts's overall performance and stability seems to have been the focus, rather than fancy features, although the new toys are admittedly very good as well.


This was exactly what I was pushing for, so I can't really do anything but say well done.

Post by prodigy // Jul 27, 2008, 3:06am

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Total Posts: 3029
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Good to heard this..


I told in the past, 7.6 became into a solid rock and was no lie.


Still lot of work to do, but so far workspace became into a powerfull side and more is comming.. In my case i have nothing on model side that push me to open the bridge again.. soo.. banana for that! :)


I suggest for new users to work in Workspace side and not.. start to learn in Model Side..


Why?? because will be better for you learn the new architecture instead the old one.. new features will came in workspace only and not in model side.


Few great features expected for 7.6 didn't make it cos still not finished or not too much stable as the rest of 7.6 but are few crazy things on developing.

Post by frootee // Jul 27, 2008, 4:46am

frootee
Total Posts: 2667
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Wow. Yes 7.6 is more solid. Nonetheless:


If you have any crashes which generate crash reports, please select the YES option to save that crash report and mail it to Caligari tech support. Or post it in the Bugs forum. But emailing is better/faster.


Same goes for non-crash bugs. Let's get this release Rock Solid!


Thanks,


Froo

Post by W!ZARD // Jul 27, 2008, 5:56am

W!ZARD
Total Posts: 2603
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Wow. Yes 7.6 is more solid. Nonetheless:


If you have any crashes which generate crash reports, please select the YES option to save that crash report and mail it to Caligari tech support. Or post it in the Bugs forum. But emailing is better/faster.


Same goes for non-crash bugs. Let's get this release Rock Solid!


Thanks,


Froo


Good call Froo - I'm gonna learn from Tiles and go report a little bug right now....:D

Post by Igor K Handel // Jul 27, 2008, 7:28am

Igor K Handel
Total Posts: 411
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Credit where its due.


In my first online collaboration last night I locked up on just 1 occasion. no big deal I was back in within 3 minutes.


But what impressed me is when I got back into the online session, the first reaction I got from Norm, was not welcome back lol, but could I please submit the crash report to Caligari, so they could look at it. Bugs are being actively hunted down now for sure.


Turns out I didn't get a crash report... but to be that pro-active in chasing bugs, to me showed a very commendable attitude to a commitment to the quality of TS and for sure is a strong sign of a very longterm future!


nice one!


Ik Handel

Post by Tiles // Jul 27, 2008, 7:33am

Tiles
Total Posts: 1037
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Good call Froo - I'm gonna learn from Tiles and go report a little bug right now....


:banana::banana::banana:

Post by Jack Edwards // Jul 27, 2008, 8:18am

Jack Edwards
Total Posts: 4062
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Yep bug squashing and workflow improvements were the main focus for 7.6 and it has yielded significant improvements in the quality of the software. Much more important than new features in my mind. ;)

If you find something not working right, or have an idea for workflow improvement, definitely post it or e-mail technical support. Lets get the workflow bottlenecks addressed and the remaining bugs squished ASAP! :cool:

Post by mrbones // Jul 27, 2008, 8:34am

mrbones
Total Posts: 1280
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Hi J,


I noticed that your animation says bvh anim clip dropped on duck...


Do you mean you saved the BVH clip as an anim clip, then drag and dropped the anim clip from library to the duck actor?


I too say thanks to Caligari. Truespace 7.5 and now 7.6 character animation tools have been a breeze for me since 7.0. Weight painting, joint limiting, IK handles way too easy (for me .. because I work with other hard to use software packages). Now Iam so hooked on the morping and REAL TIME INTERACTIVE booleans that I cant see straight (like ducky below)... :jumpy:


http://4webs.biz/truespacestuff/june27duckinroom80frames20speed.gif

Post by Emma // Jul 27, 2008, 10:47am

Emma
Total Posts: 344
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In german forums there is of course also a discusssion about free release of trueSpace and a question often is "what can I do with trueSpace"

There was one user who simply published some of his work at Vimeo to show what is possible. Prooves a picture tells more than a thousand words

http://www.vimeo.com/user518023/videos

Post by Jack Edwards // Jul 27, 2008, 10:59am

Jack Edwards
Total Posts: 4062
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Beautiful work. I wonder if the 2 most recent are realtime renders?

Post by Emma // Jul 27, 2008, 11:03am

Emma
Total Posts: 344
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no, I don't think so, he writes he is working with 6.5, think meanwhile he surely will have 7.6.

So far I'v only seen Vizu doing such style in this perfection

Post by Jack Edwards // Jul 27, 2008, 11:19am

Jack Edwards
Total Posts: 4062
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Thanks Emma, was wondering about that. The style is very nice.

Post by jhowell // Jul 27, 2008, 11:32am

jhowell
Total Posts: 400
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Hi Mr Bones, I just took one of your anim clips OUT OF one of your bvh skeletons and applied it to 3dfrogs free duck character. Thanks much for your great bvh products. I use my over 2000 monster pak bvh animations from you all the time. I blend many of them at one time. Saves me so much time .... I DONT LIKE KEYFRAMING when I have a whole library of different bvh motions. :banana:





Hi J,


I noticed that your animation says bvh anim clip dropped on duck...


Do you mean you saved the BVH clip as an anim clip, then drag and dropped the anim clip from library to the duck actor?

Post by mrbones // Jul 27, 2008, 12:16pm

mrbones
Total Posts: 1280
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Hi J,

You apply it by dragging and dropping to character Actor Level?

You do know that if Actor is selected you can just press the RSclip library icon in library to apply the saved anim clip to its skeleton.

You can save any selected BVH in AE as a RSclip.

Hope that saves you a couple extra steps.

Im enjoying your rendered animations very much

Hi Mr Bones, I just took one of your anim clips OUT OF one of your bvh skeletons and applied it to 3dfrogs free duck character. Thanks much for your great bvh products. I use my over 2000 monster pak bvh animations from you all the time. I blend many of them at one time. Saves me so much time .... I DONT LIKE KEYFRAMING when I have a whole library of different bvh motions. :banana:

http://4webs.biz/truespacestuff/june27duckinroom80frames20speed.gif

Post by jhowell // Jul 27, 2008, 12:26pm

jhowell
Total Posts: 400
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No, Here is what I have done. I have gone through a bunch of your BVH skeletons of the 2000 plus I have purchased from you. Then I loaded each one then SAVED each AS AN ANIM CLIP (RSCLIP on the workspace side). Then I can just drag and drop as many anim clips as needed on to my characters (in the anim view editor timeline). If you could show me and us how to easly and quickly convert those over 2000 bvh skeleton files to ANIM CLIPS (quickly in bulk) that would be so time saving. In the mean time I have save each of your skeletons as ANIM CLIPS one by one. Keeps me humble. :banana:

Post by mrbones // Jul 27, 2008, 12:46pm

mrbones
Total Posts: 1280
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Hi J,


Ok, I just wanted to make sure you were using the AnimClips as they are easy to implement onto an Actor.


Another thing to try is once your actor or skeleton is selected to recieve motion just press the library icon instead of drag and dropping, Its just a little easier, (for me anyways,)


A script might be just the thing for bulk convert.


I have split and converted all of the DexterMoves and more for the StoryBones Action Pak for a total of 120 anim clips for TrueSpace.


THey are available at Dennises TrueSource shop. and there is a free video demonstration.


Thanks again and Cheers


Joe



No, Here is what I have done. I have gone through a bunch of your BVH skeletons of the 2000 plus I have purchased from you. Then I loaded each one then SAVED each AS AN ANIM CLIP (RSCLIP on the workspace side). Then I can just drag and drop as many anim clips as needed on to my characters (in the anim view editor timeline). If you could show me and us how to easly and quickly convert those over 2000 bvh skeleton files to ANIM CLIPS (quickly in bulk) that would be so time saving. In the mean time I have save each of your skeletons as ANIM CLIPS one by one. Keeps me humble. :banana:

Post by jhowell // Jul 27, 2008, 12:58pm

jhowell
Total Posts: 400
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Hi Mr Bones, Before I purchased your monster pak I purchased your story bones pak from you and those as you mention you already converted (resaved) those to "anim clips". I also have saved the BVH/MIKES MOVES and BVH/SPORT skeletons from the Truespace 7.5/7.6 LIBRARY to "ANIM CLIPS". I will post them for people to use (not yours of course, but the ones that come with Truespace). Saves users a little bit of time. But out of your over 2000 bvh skeletons I still need to save 1800 more or so to "ANIM CLIPS". Its a slow process only because there are so many. You mention a script? I would die for such a script. Would save me and other users so much time. Iam not a script writer but maybe you or somebody could write such a script ... I would gladly pay so others could use. :banana:


http://4webs.biz/truespacestuff/june27duckinroom80frames20speed.gif

Post by mrbones // Jul 27, 2008, 1:03pm

mrbones
Total Posts: 1280
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I will see what I can do to convert the BVHS to clips via a script or something..


Just dont die!.....


Cheers



Hi Mr Bones, Before I purchased your monster pak I purchased your story bones pak from you and those as you mention you already converted to "anim clips". I have saved the BVH/MIKES MOVES and BVH/SPORT skeletons from the Truespace 7.5/7.6 LIBRARY to "ANIM CLIPS". I will post them for people to use. Saves users a little bit of time. But out of your over 2000 bvh skeletons I still need to save 1800 or so to "ANIM CLIPS". Its a slow process. You mention a script? I would die for such a script. Would save me so much time. Iam not a script writer but maybe you or somebody could write such a script ... I would gladly pay. :banana:

Post by RichLevy // Jul 27, 2008, 1:18pm

RichLevy
Total Posts: 1140
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Kudos to Caligari!

It has been months since I have really done any kind of 3D, for some reason I picked up TS again a couple of weeks back and started to fumble around in the interface and started to find assets I had placed somewhere but forgot...

Now along comes TS7.6... hmm, this puppy is working nice and pirky with my models... hmmm, how do I do that again? Oh yea, something like this... hmm, what about this... yea that's it, (smile starts to form on my face)... What about the modeling tools... hmmm, no crashes, no slow downs... hea, look at that they added this, well look at that... hmm (smile is getting bigger :D)... Can I still rig this puppy? Oh yea... easier and more solid. a couple of full locks on the feet and she stands solid and unmoving on the ground... oh yea, that's what I'm talking about baby! Much improved and looking sexier than ever.

Still room to grow and improve, but she came a long way, kudos to Caligari, all the talented developer's and the dedicated and loyal bunch of beta testers, you all did a great job getting this program back to solid, commercial status... and for FREE!!!


Thanks, I am really enjoying myself, it's been a long time since 3D was this fun :D


Rich

Post by mrbones // Jul 27, 2008, 1:21pm

mrbones
Total Posts: 1280
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I Concur, The performance is much improved, everything is more snappy and fresh.
And I havent even updated my graphics drivers yet.

Much KUDOS to the developers.:banana::banana::banana:

And the Grand PoohBah himself... Bill Gates Or Roman!:banana::banana::banana:

Keep Smiling!!!!

Cheers


Kudos to Caligari!
It has been months since I have really done any kind of 3D, for some reason I picked up TS again a couple of weeks back and started to fumble around in the interface and started to find assets I had placed somewhere but forgot...
Now along comes TS7.6... hmm, this puppy is working nice and pirky with my models... hmmm, how do I do that again? Oh yea, something like this... hmm, what about this... yea that's it, (smile starts to form on my face)... What about the modeling tools... hmmm, no crashes, no slow downs... hea, look at that they added this, well look at that... hmm (smile is getting bigger :D)... Can I still rig this puppy? Oh yea... easier and more solid. a couple of full locks on the feet and she stands solid and unmoving on the ground... oh yea, that's what I'm talking about baby! Much improved and looking sexier than ever.
Still room to grow and improve, but she came a long way, kudos to Caligari, all the talented developer's and the dedicated and loyal bunch of beta testers, you all did a great job getting this program back to solid, commercial status... and for FREE!!!

Thanks, I am really enjoying myself, it's been a long time since 3D was this fun :D

Rich

Post by Burnart // Jul 27, 2008, 2:17pm

Burnart
Total Posts: 839
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Speaking of perky - I haven't seen the list this active for ages. :jumpy:

Post by Spacman // Jul 27, 2008, 2:33pm

Spacman
Total Posts: 5
2nd Post, But i just have to say again

Thanks Roman and to the crew...


Skipped through the PDF and Video Tuts...and am i Happy :D


Never seen the GPU move like its does with Physics in any other program... Wild

and the whole thing seems New - BIG and with room to grow... WOW


Thanks for all the Tutorials, Help...and the positive and Creative vibe. :cool:


Cant wait to get up to speed


HATS OFF too you ALL

Post by notejam // Jul 27, 2008, 6:46pm

notejam
Total Posts: 191
A way to convert 20,000 plus files. Get 20 people to convert 100 files.

If you do this, I would volunteer for converting a couple hundred.
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