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rollos5son

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Viewing 12 posts - 1 through 12 (of 12 total)
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  • in reply to: Boolean Modifier #68371
    rollos5son
    Participant

    The “boolean” puzzle is still WIP, so hopefully some of these issues will be fixed before the final Verge3D 4.5 release. Thanks for testing it out!

    Oh, that would be awesome! I’ll be drowning you guys in prayers, positive vibes, magic Rollo dust and anything else that will help you to pull it off! :yahoo:

    • This reply was modified 1 year ago by rollos5son.
    rollos5son
    Participant

    Update – the ‘fix’ was only partly successful; when I apply XZ drag to a child with a 90 or 270 rotated parent I only get Z movement, whereas X by itself allows X.

    At this point it looks like I’ll have to go to plan B and just load pre-rotated objects and leave the rotations out of the mix, unless I’m missing something else; I can always revert if there’s a fix for that second part.

    • This reply was modified 1 year, 5 months ago by rollos5son.
    rollos5son
    Participant

    @kdv – yep, I do have them set as children to objects that serve as offset reference points for morphs applied to A, and the latter are all set to 0 rotation. So in a manner of speaking the parent becomes the child’s ‘world’?

    If that’s the cause then something did indeed change with Puzzles. In either case, sounds like the fix will be to set corresponding rotations to the parent objects at app start and change the code for positioning them.

    Hopefully, my next reply will be of the good news variety. Thanks for the tip!

    • This reply was modified 1 year, 5 months ago by rollos5son.
    rollos5son
    Participant

    I imagine this is due either to changes in Puzzles or perhaps some incompatibility in my project that I’ve missed.

    in reply to: Stop *all* parameter animations in scene at once #59205
    rollos5son
    Participant

    ‘Cliff Notes’ version of the below: Timer puzzle code can be used as a loop with a ‘kill switch’!

    Finally making some progress here – I found this bit about Timer puzzles and it seems to provide the behavior I require; kill the timer and I also kill any processes it’s driving! Leaving here in case someone has the same issue.

    [Edit: Yes, this did the trick! I just use the timer as my loop! Definitely is working for me, at least at this stage of my project. Thanks again! :good: ]

    How to stop a procedure?

    in reply to: Stop *all* parameter animations in scene at once #59204
    rollos5son
    Participant

    @kdv77kdv

    The NLAs are showing the same behavior, so it looks like it’s the loops I need to kill (my old-school linear brain never can get used to the behavior of object-based code). I tried the break puzzle but that seemed to only go buggy and not stop the loops. Hopefully just me not applying it correctly.

    PS Thanks for the code snippet, may still be able to use at some point.

    in reply to: Stop *all* parameter animations in scene at once #59196
    rollos5son
    Participant

    @kdv77kdv – maybe I missed something with my setup, but what happens is when I ‘restart’ the animations through my procedure they resume at the points they would have been if they had still been running, instead of from my defined start points. To me, it looks as if the process driving the animations is still running in the background even when the animation itself is stopped. Definitely would like to know the cause and resolution, if it exists, of that behavior.

    in reply to: Stop *all* parameter animations in scene at once #59189
    rollos5son
    Participant

    Thanks all for the tips!


    @kdv77kdv
    – I tried something similar but missed putting the animation code under a “do” statement, thanks for pointing that out.

    I also ran into an issue with clearing the param animations after stopping (could this be an added feature?), so I’m going to roll with NLA instead (which was a bit more tedious to set up but not as bad as I’d expected).

    in reply to: Corporate Internet Firewall Blocking Verge3D app #57455
    rollos5son
    Participant

    Following up on my question – I should have added that I will need a host-side fix (if any exists) as changes to the firewall are a no-go in this situation. Thanks again!

    rollos5son
    Participant

    True, yet I’m also coming to appreciate more and more that mistakes truly are a great teacher. I’ve had to learn coding on the fly and the behavior of functions still makes my head hurt, but I’m getting more used to that.

    Thanks for the heads-up on the plugin!

    rollos5son
    Participant

    Thanks for the tip!

    I’m feeling a bit foolish now because I went back over my code more thoroughly and found the problem:

    I’d set up a function within a loop to assign new names to the reloaded objects, but I was then adding the new names to the same list! :whistle: I solved the problem by assigning those names to a second list which I could then copy back into the first after finishing up the renaming. Everything is working perfectly now! :good:

    For any relative newb like me, let this post be a helpful lesson – proofread, proofread, proofread!

    in reply to: Picked object from Appended Scene #41529
    rollos5son
    Participant

    Found the answer to my question in another thread – please delete this post! ;-)

Viewing 12 posts - 1 through 12 (of 12 total)