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 -----
From: Beg-inner
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
>

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