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madicloner
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madicloner
Posted 11 Years Ago
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Group: Forum Members
Last Active: 10 Years Ago
Posts: 109,
Visits: 181
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Heavy bug in the particle part! F.e. "Hell Fire" can´t be setted to an other amount. That makes the particle part broken. "Emit volume" seems to be broken. In v5 it works totally ok! And even if I transfer a v5 project to v6, "Emit volume" suddenly stops to be changeable - it is automatically resetted. How did you manage to destroy the particle settings? @justaviking: Sure, all we can do is sit and wait - and hope that the next patch repairs more, than it destroys. v6 is too buggy to repair. It is totally new coded and has errors and bugs really, really everywhere, where you want to work. I want to use the super soft cloth and get all kinds of problems and have to invest a lot of time, to find work arounds. Or it is just buggy and there is no workaround. Or I want to edit some particles: They are totally broken! Inside a new software! And so on! And I see no end of these troubles. Because of that I would say, that RL should run to the next version, that is a v5 with v6 plugins. Else these (for RL) expensive troubles will go on and on. Remember the "collision shape troubles" from the beginnings. A patch changed it as we wanted and the "collision shape" saving is now totally broken and will be fixed with the next patch. Learn from Microsoft. Vista was an epic fail - v7 was a winner.
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RobertoColombo
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RobertoColombo
Posted 11 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 1.6K,
Visits: 3.0K
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rampa (4/18/2015)
RobertoColombo (4/18/2015) Topic: duplication of the names in The Scene window.
I think I finally found a test case. I will pass to RL, but in the meanwhile I give the "wonderful" opportunity to any volunteer to confirm the problem by trying these simple steps:
1. New project 2. Add Mason 3. Add a Ball (3D Blocks -> Ball_001) 4. Attach the ball to Mason 5. Open the Attach to sub-node window ( three dots "...") and select the Pelvis as the bone to be attached 6. Add a Ball (3D Blocks -> Ball_001) again 7. Attach it to Mason 8. Open the Attach to sub-node window ( three dots "...") and select the BoneRoot as the bone to be attached
Now, you should see in the Scene window that one of the balls appears 2 time in the list of assets attached to Mason
Cheers
Roberto
Sure enough! "Boneroot" or "RootNode" both do this. If you go back and forth linking the same object between the two, you can get many duplicate names. Deleting the object will only delete the original name from the scene manager. Selecting a duplicate name after the object is deleted results in a crash (no surprise there). Hi Rampa, indeed RL has confirmed they saw the same problem with the flow I reported and declared it as a bug to be fixed in one of the next patches (hopefully the next one...) Cheers Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
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Dragonskunk
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Dragonskunk
Posted 11 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 368,
Visits: 1.4K
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When saving a motion, if the character's transform includes a rotation, when a new character acquires the motion the character rotates but its transform rotation value still reads zero. Inconsistent angles between characters make for a very disorientating scene.

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RobertoColombo
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RobertoColombo
Posted 11 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 1.6K,
Visits: 3.0K
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Dragonskunk (4/21/2015) When saving a motion, if the character's transform includes a rotation, when a new character acquires the motion the character rotates but its transform rotation value still reads zero.
Inconsistent angles between characters make for a very disorientating scene.
Hi, this is a problem existing already in IC5. I tried all the possible attempts but I could never be able to bake the transform rotation (Actor Root) so that it really follows the character orientation (Motion Root). This is quite inconvenient because it is not possible to patch and save an animation so that in the new one the Actor Root correctly follows the Motion Root. I already posted a ticket to RL several weeks ago about this. I hope they will fix it! Cheers Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
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Supergerry
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Supergerry
Posted 11 Years Ago
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 25,
Visits: 106
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- - Spring no longer works after resizing Avatar with AVATAR PROPORTION
Why not repaired in V6.03 ??? It worked in V5.xx, and V6.xx is useless for me if I can`t change the proportions without losing the springs. And I'm just tired to export from 3dxc to IC5, there to change the proportions, then save, open in IC6 ... and more until it fits ... I am now very angry and will not use Iclone after 6.03 fix until next time.
------------------------------------------------ iClone 7 Pro (DX11 only), Mocap device plugin, Curve Editor, 3DXchange 7 Homebuilt PC: Windows 7 Pro SP1-64bit, 1kW BeQuiet, MSI Z97 Gaming 5, i7-4790K @ 4,00 GHz Hashwell, 32GB 1600Mhz Cruical, Gigabyte Windforce OC GTX970 4GB, 4-Monitor-Config: 28" on GTX970 only with Iclone`s main window, 2x 21" on the Intel HD4600 ports with all other tabs (timeline, scene- & content manager...), HUION GT190 TouchPen Monitor
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animagic
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animagic
Posted 11 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 15.8K,
Visits: 31.4K
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I don't think 6.03 is out yet...:unsure:
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Agonos
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Agonos
Posted 11 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 1.1K,
Visits: 3.1K
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Roll on version 6.3 that we can expect with the sale impatience the version 6.4 !! ;) lol
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Peter (RL)
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Peter (RL)
Posted 11 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 23.1K,
Visits: 36.6K
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Supergerry (2/18/2015) | WISH |
- Press Play / Stop in the main window will update the timeline window and displays the current position of the playhead. When you manually move the slider in the main window the timeline window is not updated to the current position of the playhead.
GerryFor now you can click the ʺCurrent Frameʺ button on the Timeline. That will move the timeline to the current frame. However we will try to improve this feature in a future update.
Peter Forum Administrator www.reallusion.com
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erisku
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erisku
Posted 11 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 18,
Visits: 688
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Hi Iclone'rs
I have a problem with working on a project that I have created in IC6 and the characters are based on Jimmy Toon. When I start to animate Jimmy Toon Iclone crashes. Any way to fix it. I tried in two different PC and the same happens.
Does Iclone 6 have a problem with Jimmy Toon. With G6 characters animation is fine in the same project.
I really like visuals of IC6 and do not want to go back to IC5.
Any help. Thanks
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mark
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 4.9K,
Visits: 16.7K
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erisku (4/26/2015) Hi Iclone'rs
I have a problem with working on a project that I have created in IC6 and the characters are based on Jimmy Toon. When I start to animate Jimmy Toon Iclone crashes. Any way to fix it. I tried in two different PC and the same happens.
Does Iclone 6 have a problem with Jimmy Toon. With G6 characters animation is fine in the same project.
I really like visuals of IC6 and do not want to go back to IC5.
Any help. ThanksI have a feeling folks will need to know more about the specific project you are creating..like how large it is. And maybe the different PC systems configuration/specs ?? ;)
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