Actors lock up after saving to object library

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Actors lock up after saving to object library // New Users

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Post by dickiebow // Apr 17, 2008, 5:35am

dickiebow
Total Posts: 13
I have built two simple characters with skeletons and saved them to the object library but when I try to put them back on the stage the skeletons cannot be adjusted. in fact they remain very dark buried inside the object. What is wrong?


I initially also have problems with the skeletons showing through and can not get the skeleton controls in the artist link area to affect it by clciking to make invisible. I tried putting Tank Girl on a blank scene but the bone out of the top of her head shows up even in a test render.


Another issue is that with an object inported in 3ds format, the library just will not allow renaming.


Have I got a basic installation issue?

Post by jhowell // Apr 17, 2008, 11:07am

jhowell
Total Posts: 400
pic
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Post by dickiebow // Apr 17, 2008, 7:42pm

dickiebow
Total Posts: 13
Thank you for all that effort - yes I find I can turn off tank girl's skeleton but my figure still resists any action except to move the entire figure. I did the ctrl restart but that did not clear it. Also the tools are stuck on edit face in Workspace so I think I will have to re-install Truespace 7.5 and see if there is something deep down that is wrong.

Post by Jack Edwards // Apr 18, 2008, 1:41am

Jack Edwards
Total Posts: 4062
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dickiebow, are you using the Dynapose tool to select the joints you wish to move?

Post by dickiebow // Apr 18, 2008, 8:04am

dickiebow
Total Posts: 13
I have tried the dynapose tool and the skeleton adjustment. After hours and hours of frustration I am uploading a scene file with one of the problem figures in, hoping that it might give you a better clue than having to ask a succession of questions. It could be that my figure is wrong - I know it doesn't have sds but I need a completely flat (just a little thickness) figure that looks like a paper cut-out.


Sorry for the delay in response but we are obviously in different time zones. I really do appreciate the time and trouble that goes into a reply.

Post by trueBlue // Apr 18, 2008, 8:12am

trueBlue
Total Posts: 1761
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Without downloading your scene I see you saved it as a Model scene. This most likely is the problem you are suffering. Model uses a different bone system then Workspace and they are not compatible with each other. Really should save Workspace Skeletons in Workspace. Might want to start from scratch again in Workspace without crossing the bridge into Model. Then save to the Workspace Library.

Post by dickiebow // Apr 18, 2008, 8:24am

dickiebow
Total Posts: 13
This is where 7.5 is a bit confusing as it is easy to identify libraries in model space and create new ones but not so obvious in workspace which seems to have so few tools as yet (being a .5 work in progress towards 8). Is it OK to create the initial mesh in model space then transition and add the skeleton and work exclusively in workspace?

Post by trueBlue // Apr 18, 2008, 8:44am

trueBlue
Total Posts: 1761
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Sure you might want to save the Model object as a Workspace object first just to be safe before starting to rig in Workspace.

Post by dickiebow // Apr 19, 2008, 8:01am

dickiebow
Total Posts: 13
Thanks for all the help. That was precisely what was wrong - as soon as I had clicked back to model space I lost the function of the skeleton (which was built in workspace). I have now managed to hide the skeleton and bought VRay to output the finished scene.


I must say that some of the confusions come from so many of the tutorials being done in older versions and utilising model space. This bit needs a clear instruction on the tin!

Post by Jack Edwards // Apr 19, 2008, 9:38am

Jack Edwards
Total Posts: 4062
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Yup! The tutorials need to be updated to Workspace. Problem is getting the usersbase that writes the tutorials, to learn Workspace first. ;)

VRay is a very cool render engine. Be aware of that glass is basically broken in the current version and there's some issues with diffuse settings on some of the shaders. The metal shaders work ok though. Hopefully we'll be getting some bug fixes on that eventually. So until that stuff gets fixed, you'll probably want to focus mainly on learning lighting and the GI and HDRI features. If you get stuck and need help post in the forums and some one will help you out.

Also you can render directly using Direct3D by clicking the "render to file" icon in the icon flyout with the manual. That is a GREAT method for rendering out your animation since you can render out about 1 frame every half second. ;)

Before rendering with the Direct3D method you'll want to turn off your widgets. To do that, click on the settings tab, go all the way down to the Desktop panel, and change it's aspect to Widgets. There you can turn off all the different widgets.

Post by W!ZARD // Apr 24, 2008, 6:24pm

W!ZARD
Total Posts: 2603
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You can also easily use LightWorks (the model side renderer) to render animations made in the Workspace Animation Editor.


Do all your animation in Workspace with the bridge off (this allows you to use the new bones and improved physics etc).

Once the animation is running as you want save the scene in a workspace scene library and then turn on the bridge (sync from Workspace).


Then go to model side, set your LightWorks render preferences, and click the Render To File icon. In the dialogue box that opens there is an Animation panel with a dropdown selector where you can choose to render the animation from either the Model side KFE (KeyFrame Editor) OR the WorkSpace AE (Animation editor). Choose the later and you can now render your workspace animation in Lightworks - gives you the best of both worlds :D


Hope this helps
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