Hi K-UDA and all..
You are welcome..
If not all have it, then at least some of them dont
know what they are missing...!
And if someone that dont have it and wants it, let
me know and I´ll attach it, or better, someone might host it somewhere until
Carlo get his site up running again...!
What do you mean by "Not returning to the original
bone" ?
Since it do render as the original not shaded, when
you rename the SkelDia.dll to SkelDia.xxx
(At least it does for me here..)
(of do you mean some other properties of the
skeleton that change when saved as SkelDia skels ?)
Yes, this reset of the Forced Visibility is
annoying, both as I said when using SkelDia that it resets when using Undo...
and also it might as you say reset it when "original" bone is
loaded..
I respect your choice to not use it..
For me, I just live with some of these shortcomings
in the SkelDia, since its strong sides means alot more for
me...
Btw, if it will be released..
SkelDia will be replaced by the RealPuppet plugin,
(if I am not totally off..)
Hopefully that will solve things..(and also give
more RS users more power over Character Animation..)
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud
Owner and User of Real3D and Realsoft3D..
Hello Stefan Gustafsson.
IThank you
for advice.
have the skeldia
plug-in.
However, all Realsoft3D user does not necessarily have it.
The
bone which saved with the skeldia does not return to the original bone.
The forced visibility value of the bone is reset to zero when the original
bone is loaded.
I will not use his plug-in until Carlo comes to be able to
do its support.
Best regards,
K-UDA
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
>