Thread

Unwanted randomness

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Unwanted randomness // Bugs

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Post by TheWickedWitchOfTheWeb // Jul 29, 2007, 5:03pm

TheWickedWitchOfTheWeb
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I've started my first proper scene in 7.51 and have run into something truly bizarre but also down right irritating and hindering. In point edit, moving things is working in random factors. For example select a face, sweep it, move the sweep. Original face was at a solid number, the move tool is set to increments of .5 yet for some reason it's suddenly working a .671 or whatever when it wasn't before. This is not the first time I've encountered this. A while back new objects being placed in the scene would have .07 added to the Z value so they weren't touching the floor. Offset, etc, unchanged, it just started happening. Shut down, restart, still doing it, then it would stop doing it just as strangely as it started.


Naturally, when it starts behaving in such a strange way it stops being useable and that's really frustrating. It's almost as if it gets tired! Things move properly on the model side yet the WS plays up.


Any ideas why and, more importantly, if it'll get addressed?

Post by Shike // Aug 13, 2007, 4:17am

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Is the bridge turned off? Might be something that happens during the constant translations?


I'm currently putting the finishing touches on my first ts7.51-Workspace scene, and didn't have any problems with the poly tools or objects from library (using LoadItem...I never use dragndrop)

Only thing I encountered was when working on a half-object (before mirror) and sometimes when I selected a vertex in the mirror plane, it moved a little...annoying, but I'm not sure it was better in Model-side..?

During this project I always kept bridge turned off for safety, and only turned it on (after saving to library) when I just HAD to use something in the ModelSide. (for example, using Luuv plugin, resetting the mesh by using ModelSubdiv since Workspace Subdiv seem to have random edge-weight on by default, and using Model-mirror since I didn't want to keep the history.)



( I know...it's weeks since this was posted, and the problem was probably solved, but I hate seeing question in a thread...and no answers at all...)

Post by Jack Edwards // Aug 13, 2007, 8:58am

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Hi Shike,

The Flatten History tool will remove construction history like the Mirror and polygon reduction.

I too have noticed the edge weighting issue. It seems to happen when you create new geometry with the poly draw tool. Only solution I'm aware of for that one is the method you are already using.

Hope that helps!

-Jack.

Post by Shike // Aug 13, 2007, 9:41am

Shike
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Hi Shike,


The Flatten History tool will remove construction history like the Mirror and polygon reduction.



Thanks for the tip, I've tested Flatten for PolyRedux...but didn't think about using it for Mirror. :o

Post by TheWickedWitchOfTheWeb // Aug 15, 2007, 2:29am

TheWickedWitchOfTheWeb
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Thanks for your thoughts Shike but the answer is it's happened in sessions with the Bridge on and in sessions with the Bridge completely off so it would seem it's a quirk of the workspace side. Unlike new sphere primitives appearing halfway through the floor, that's constant!

Post by Shike // Aug 15, 2007, 2:46am

Shike
Total Posts: 511
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Hm, Sphere-center seems to end up on the surface you start the click-placement-dragging, either on tS ground plane or on a surface of a polygon model. Same behaviour for torus.

For Cones, Cubes and cylinders, the bottom ends up on the surface you click-placement-drag.


I think that's pretty good behaviour? (pretty easy to quickly draw primitives stacked on top of eachother...except for the sphere and torus of course ;))


But what you mention in the first post...don't quite understand it... something is random...and move starts to behave like it snaps to grid??

Post by Norm // Aug 15, 2007, 5:07am

Norm
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a'la'shazam ....

Post by tomasb // Aug 15, 2007, 5:08am

tomasb
Total Posts: 261
I've started my first proper scene in 7.51 and have run into something truly bizarre but also down right irritating and hindering. In point edit, moving things is working in random factors. For example select a face, sweep it, move the sweep. Original face was at a solid number, the move tool is set to increments of .5 yet for some reason it's suddenly working a .671 or whatever when it wasn't before. This is not the first time I've encountered this. A while back new objects being placed in the scene would have .07 added to the Z value so they weren't touching the floor. Offset, etc, unchanged, it just started happening. Shut down, restart, still doing it, then it would stop doing it just as strangely as it started.


Naturally, when it starts behaving in such a strange way it stops being useable and that's really frustrating. It's almost as if it gets tired! Things move properly on the model side yet the WS plays up.


Any ideas why and, more importantly, if it'll get addressed?


grid snapping in ws is implemented as snapping - that means you get snap to grid if you are near (and you are allowed to move freely when outside). You can however specify snapping distance; if you set it to some big value, you will disable movement between grid points and will always get snap.

Post by TheWickedWitchOfTheWeb // Aug 15, 2007, 6:29am

TheWickedWitchOfTheWeb
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You can turn the 'stacking' method of new prims off, which is what I've done, so they all enter the space on the floor. No click drag to creat, just a simple click - all the primitives enter sat on the floor, except the sphere which sits half way through, it's middle is touching the floor so you have to move it up in Z to give you a ball rather than a hemisphere. Clearly a cock up and wasn't fixed in the patch. Hope that makes sense now.

Post by TheWickedWitchOfTheWeb // Sep 23, 2007, 1:44pm

TheWickedWitchOfTheWeb
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Just had the weird 'dropping in a primitive and having it appear at a random point in Z' again. This time it was 0.514 in Z. Brand new scene, Bridge on, Bridge off, restart trueSpace, reboot machine - same story.


Zoomed in/out of the top view and it fixed it, primitives started dropping in at 0.5 in Z (except the sphere, of course, that's still broken). Most peculiar and it's working now but that's not behaviour that should happen at all so thought I'd mention it.

Post by TheWickedWitchOfTheWeb // Sep 28, 2007, 2:49am

TheWickedWitchOfTheWeb
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It's happening AGAIN!!! Moving in/out didn't do anything this time (so I guess it was just coincidence last time). All primitive entering at 0.514 in Z. Changed the grid snap settings, etc, anything I could think of, nothing worked but then they started entering at .5 in Z again.


Is anyone else experiencing this bizarre behaviour??? I sure hope the developers are looking into it because it's just plain weird.

Post by tomasb // Oct 4, 2007, 12:32am

tomasb
Total Posts: 261
It's happening AGAIN!!! Moving in/out didn't do anything this time (so I guess it was just coincidence last time). All primitive entering at 0.514 in Z. Changed the grid snap settings, etc, anything I could think of, nothing worked but then they started entering at .5 in Z again.


Is anyone else experiencing this bizarre behaviour??? I sure hope the developers are looking into it because it's just plain weird.


Check if you have "keep sizes" checked in primitive tool default aspect. It will cause that dimensions you don't specify will taken from previously created object.


Also in grid snapping panel check if you use absolute mode (offset checked) or relative. In relative mode, starting position of obj is taken as grid origin so it may cause some confusion too.


if all fails pls mail me default.ctx with some created objects. i check it more deeply.

Post by TheWickedWitchOfTheWeb // Oct 5, 2007, 1:07pm

TheWickedWitchOfTheWeb
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Thanks for that. All is as you state, it really does just do it randomly. It'll be fine and then for no apparant reason, prims are created at a bizarre Z setting. I'll play about dropping in various primitives an Sunday and the moment it starts doing it I'll send you the ctx and the scene.


Thanks for your attention.
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