----- Original Message -----
Sent: Thursday, November 09, 2006
12:23 AM
Subject: Re: This bug is not
corrected.
Hi K-UDA..
1. If you mean hidden in OGL shaded view.. then
just set the 'Force Visibility' to a NON zero value for the skeleton, it is in
the 'Wire' Tab of the *Property' Window...and set a good color for it..and it
fine
(There is an little annoying bug in Skeldia, that
sets this to 0 when you use Cancel !)
2. If you mean that you want to switch fast
between SkelDia and RS default Skeletons, you cant
(But there is a somewhat fast workaround, just
rename the SkelDia.dll to SkelDia.xxx or something like that, it
is in the Plugin folder of RS, and the next time you start RS you have
the old RS skel visuals again..)
3. If you want the freeplugin and dont find it,
just let me know and I will attach it on my next post !
(I myself as I said, couldnt go back..wouldnt
wanna miss those shaded skels again..)
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud
Owner and User of Real3D and Realsoft3D..
Hello Stefan Gustafsson.
Thanks for
your reply.
I do not use the skeldia for the following reasons.
1.The
bone of skeldia is hidden behind the object.
2.The bone of skeldia cannot
be returned to the original Realsoft3D bone.
3.The skeldia plug-in cannot
be obtained any longer.
Best regards,
K-UDA
----- Original Message -----
Sent: Wednesday, November 08,
2006 8:22 AM
Subject: Re: This bug is not
corrected.
Hi
K-UDA..
Yes unfortunately this also happens here.
But it is less
visible for me, since I use Carloエs free Skeldia plugin
which draws
solid diamondshaped bones..
When using it, then only ghost copies of
the joint points are still
displaced and not return to original
position after the Cancel of IK..But
the actual boneshapes are back
where they should..
(After once using that plugin, I never wanted to go
back..especially since I
almost have all my jointlimits set up all the
way to max for most freedom of
movement and less problems, but if not
using Carloエs skeldia, the original
look then mess up badly when
having the jointlimits so wide..if you see what
I mean..)
But I
notice now that you mentioned this, that in my own character rig
setup, it seems even worse, where only a real cancellation is made for
the
ParentSkeleton.. But all other sub skeletons and bones wont get
cancelled...
!!! =( this is serious..
(This happens when doing both
IK on either joints or on the bones directly,
or FK on Joints, but it
dont happen if you use the Angle Handle..)
I cant understand why I
havent seen this during all my testing on the SP3...
=(
Probably
both due to in many cases Carloエs skel, makes it less visible
also
maybe cause of how my Character rig setup is working, and I dont have
to cancel things..
Yep, each new added joint gets same name as
the previous joint..
So adding several new joints below a certain
joint, then you get all those
joints named the same, and that is
surely not at good..
It should be updated to reflect the new joints..
with correct joint
numbers..
Maybe the user should be able to
Rename joints, to personalize them.. "R
Elbow joint" and so
on..
btw, the jointlist updates if you reselect a joint/bone..
I
will take some more looks into things around the skeletons..
Take
Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner
and User of Real3D and Realsoft3D..
> Hello List.
> I
installed the SP3.
> The hierarchical skeleton is not redraw when I
canceled the IK edit mode.
> Does this trouble occur in your
pc?
>
> I added new joints to the skeleton.
> But the
name of the inserted joint is the same as the parent joint.
>
And the drop-down list of the joint of the property window was not
> updated.
>
> It is difficult for me to edit a
character for these problems. :(
>
> Best regards,
>
K-UDA
>