|
Author
|
Message
|
|
sgiovanni1
|
sgiovanni1
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 13 Years Ago
Posts: 133,
Visits: 185
|
Here is another one for u guys,.
when you keying for the reach function does not work at all.
on frame 1 I have keyed the feet of the reach function to an accessory. (not prop) on frame 9, I disable the reach,.. and it shows in the timeline as keyes made,.. when i hover over those keys with my mouse it says "Release" showing that the correct keys were made. The GUI also reflect that the reach function has been disabled.
despite all of this the reach function acts as if it is enabled still. when i move my accessory tje feet still follow.
I heard there was a bug in 4.5, but i am using 5.5
|
|
|
|
|
planetstardragon
|
planetstardragon
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
|
i can confirm the above issue too. you save one pose, it comes back in a different spot.
☯🐉 "To define Tao is to defile it" - Lao Tzu
|
|
|
|
|
sgiovanni1
|
sgiovanni1
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 13 Years Ago
Posts: 133,
Visits: 185
|
I Mentioned this a couple of times in other forums,. but this is getting ridiculously annoying at this point.
evvverytime i save out a pose,. and open up iclone and click the thumbnail i saved for that pose,.. my character is offset, both in the negative X and Y axis. its a bitch trying to reposition him to the correct spot eeevery single time.
this is an issue because lets say i am doing multiple animations with the same start and finishing pose, and i have to come back another day to finish the rest of the animations.. and i load up his start pose,.. i have to keep rectifying the offset,.. which is not going to be accurate therefore causing problems if i am making the animations for a game.
if you want to discuss the issue more please email me at sgiovanni1@yahoo.com.
|
|
|
|
|
FreddyKrueger
|
FreddyKrueger
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 2 Years Ago
Posts: 97,
Visits: 468
|
Hi guys,
Just a quick issue I am experiencing.
I work with the toon shader and this problem has happened to me three times thus far. Twice on 5.4 and just now on 5.5.
It all starts out with me opening Iclone. Then I would get a crash error saying that Iclone needs to close. After I reopen Iclone and the toon shader is gone. Its available as an option but when I select it, only lights in the scene change, no toon shader at all.
I checked to make sure its turned on etc... All of my scenes turn into badly lit scenes without the toon shader. I uninstalled and re-installed the AMD graphics card driver and it does not help. The only thing that solves this problem is if I uninstall Iclone and reinstall again. The toon shader comes back and is usable.
Anyone else have this problem???
Thanks.
Alienware 15, i7 4710hq, GTX 970m, 16gb ram, 4k display, 1.5TB SSD raid.
|
|
|
|
|
pr2013
|
pr2013
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 8 Years Ago
Posts: 22,
Visits: 406
|
Hi folks,
I just upadated to version 5.5. Very nice new functions, by the way. But I have a small problem. I am a german user, but I use the english version of iClone. Since the new update, iClone forces me to use the american keyboard layout. My german layout is looked out until I close the software.
It's not a real big problem, but it would be nice if you guys can fix this ...
Thanx ...
Direx
|
|
|
|
|
Peter (RL)
|
Peter (RL)
Posted 13 Years Ago
|
|
Group: Administrators
Last Active: 2 Years Ago
Posts: 23.1K,
Visits: 36.6K
|
prairiemain (3/27/2013) I am using iClone5 Pro 5.4 on Vista. Since upgrading to 5.4, I have noticed some strange behavior when animating props when rotation is involved.
Steps:
1. Place an object, say block-01, anywhere in the scene. Change pivot to "middle center" and reset transformation.
2. Scrub ahead on the timeline and then enter "90" in the Rotate Y. Everything is fine so far. X = 0, Y = 90, Z = 0
3. Scrub ahead on the timeline and then enter "180" in the Rotate Y. Everything looks fine ... X = 0, Y = 180, Z = 0
BUT now if you scrub ahead in anticipation of rotating to "270", Rotate jumps to new values: X = 180, Y = 0, Z = 180
I thought maybe moving the pivot and/or resetting transform to zero might be the culprit but my tests show this happens no matter what I do.
I have to manually reset X and Z to 0, then enter 270 -- which works but this is not the behavior I'm accustomed to. I have made some fairly complex special effects using props etc in the past and I don't recall this behavior before. It now creates problems when building structures using "Attach" -- the parent can be forced to behave "correctly" but the components seem to inherit this problem making for extra work. And God help you if you "Merge".
Any feedback on this problem? Anyone else noticing a change in rotation behavior on the timeline? This is just the way iClone handles transform settings and has done so for a long time. 0,180,0 is the same as 180,0,180 and iClone likes the latter format. :P Just enter the settings in the way you are comfortable with and let iClone change it to its own format. The results you get will still be the same. :)
Peter Forum Administrator www.reallusion.com
|
|
|
|
|
prairiemain
|
prairiemain
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 5 Years Ago
Posts: 43,
Visits: 344
|
animagic (3/28/2013)
prairiemain (3/28/2013) Did I post my problem to the wrong thread?No, this is the right thread. I remember observing what you are observing quite some time ago, so I went back to IC4.3 and tried this. It shows the same behavior. It doesn't affect the actual animation as you will notice when using a cube with differently colored or numbered sides, but it is weird. I don't recall if any reason was ever given. I watched a tutorial by Warlord again and the same thing happens there so it is behavior in iClone that has been there all along. Warlord simply ignored the jump in the other two axes. http://www.youtube.com/watch?v=LP7MEE4Pt_4 I can learn to ignore it but it still makes me nervous. It doesn't make any sense to me.
|
|
|
|
|
animagic
|
animagic
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 5 Months Ago
Posts: 15.8K,
Visits: 31.4K
|
prairiemain (3/28/2013) Did I post my problem to the wrong thread?No, this is the right thread. I remember observing what you are observing quite some time ago, so I went back to IC4.3 and tried this. It shows the same behavior. It doesn't affect the actual animation as you will notice when using a cube with differently colored or numbered sides, but it is weird. I don't recall if any reason was ever given.
|
|
|
|
|
prairiemain
|
prairiemain
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 5 Years Ago
Posts: 43,
Visits: 344
|
Did I post my problem to the wrong thread?
|
|
|
|
|
wires
|
wires
Posted 13 Years Ago
|
|
Group: Forum Members
Last Active: 7 days ago
Posts: 5.7K,
Visits: 26.5K
|
I am using iClone5 Pro 5.4 on Vista. Since upgrading to 5.4, I have noticed some strange behavior when animating props when rotation is involved. Steps: 1. Place an object, say block-01, anywhere in the scene. Change pivot to "middle center" and reset transformation. 2. Scrub ahead on the timeline and then enter "90" in the Rotate Y. Everything is fine so far. X = 0, Y = 90, Z = 0 3. Scrub ahead on the timeline and then enter "180" in the Rotate Y. Everything looks fine ... X = 0, Y = 180, Z = 0 BUT now if you scrub ahead in anticipation of rotating to "270", Rotate jumps to new values: X = 180, Y = 0, Z = 180 I just followed the steps that you listed, and got the same results.:w00t: iClone 5.4 64-bit, Windows 7 Pro.
Gerry
System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.
|
|
|
|