Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Nov 29 1:34 pm)
I am hoping the splitting objects are fixed in this release so they will not fly all over the place when split.
I have my graphic computer tied up for a few hours so can not confirm if its been fixed.
The problem was confirmed by tech support and the fix was suppose to be in this update if I understood them correctly. :)
Can any one split an object and see if it works ok and dont have parts flying around all over the place. :) Thanks
The way I found this bug was I imported a pz3 into vue and split the object so I could hide or delete parts of the model. Older builds worked but newer ones didn't. :)
Will be nice if this has been fixed.
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I think some people never use certain items that are part of vue and that is the reason they never see or experience bugs. :)
Darn I wish se could edit our post and then would not have two on the same subject. Riducles. :(
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Quote - Since (and I admit this is strange) since I have had no problem with V5I out of the box I havnt bothered with the updates.
Should I?
If it isn't broke, why change it...although if you buy any C3D objects you may be forced to :/
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Quote - why would you split a poser object when you can import it as not a group? This way you could still hide and delete objects without using the split command.
Although I can see your point, I believe if a feature is there to be used, then anybody should be able to use it as they see fit in there artwork without issues.
Website: The 3D Scene - Returning Soon!
Twitter: Follow @the3dscene
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Everyone has their way of doing things and not all do it the same to acheive the final results.
By using edit object and spliting is how I have been doing it for a long time and have got use to doing it that way.
If the split objecet is not going to work then why have that feature for the ones who like to use it.
Just take it out of the code if this how you see it. :)
If something is suppose to work I like to see that function working as it is part of the program. :)
Its always woprk arounds and to be honest I get disgusted when I read someones post to just work around it. Why have features of they are not needed and use work arounds. :(
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I have used the split function many times. Never had an object fly apart like that. Does it do it for all of them, or just certain items?
I use the split function for reducing the amount of items. For example, the ship Golden Hind has tons of extra stuff that is not needed for far away views. I import with everything, save that object. Then I split it and start deleting all the dodads I won't see. Once I have "reduced" it, I save it as an vob again with a different name. For even further views, I use the decimate function - although this has not been as useful as I wanted, it still is there if needed...
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Peggy this is a bug that was introduced with 5.10
Reason you can use is proably because eairler builds it did work ok.
Glad to see someone else does use the feature besides me and I do use it as you do a lot.
Give it a try in build 5.10 if you download it from downloads at e-on. I think it was just released yesterday. :)
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I didn't mean to disgust, I merely am trying to understand why you would take a longer route to achieve something similiar. I thought there was an advantage from the split method. If anything using the group command gives more choices to hide and delete parts of an import than the split. Am I right on this? Anyhow, I will try to split a grouped poser object with vue with new update to see if it works. The update so far works well except for my vue test rendering scene, which, now renders 6 seconds slower. Not a terrible loss.
The item I used above is from Daz that is free right now. It is in the Daz original items and was posted yesterday. It is called The Fairytale Tower.
I find that using split objects will split parts that importing will not split. I import as a pz3 and then split before saving as a vob.
Curious to see what happens when you edit object and split it. :) This has to be using 5.10 build because older builds it works as it should. :)
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Well it wasnt in public beta when I reported it.
I have been told it will be fixed in next update so don't anyone let my problem keep you from updating to Build 5.10 as it has a lot of good fixes that make this one not important unless you use it as I do.
I can backup to a prior build if I really need it that bad for an item. Just little inconvience doing it that way. :)
All will be taken care of so no problems. :)
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I have been playing around with split and weld all afternoon and have found this.
When I import a pz3 and split it, it will fly into many pieces.
Using psoer import options I uncheck Group figures as single meshes and uncheck Use quaternion interpolation. I check import single frame.
When I attempt to split this pz3 it explodes into many pieces.
Now if I weld the pz3 before doing the split it will then split as it should.
If I leave group figures as single meshes it makes no difference with the spltting of the file. It still explodes. :(
I know this is a work around of which I hate the phrase but it may be only way to accomplish this untill e-on gets it fixed in next update. Previous builds didn't behave as this build and we didnt have this problem. :)
Same thing with a saved vob. It needs to be welded first and then split to keep from exploding.
If you bring it in to vue and split first it will explode. If you dont weld first and do a split it will explode.
This was using the Golden_Hind ship that was saved as a vob.
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Worked great for me. I had a file that would not network render. Both cows would crash during texture transfer (lots ands lots of textures in this file!). Installed update and now the file finished rendering. Yippee!
Thanks e-on!
LVS - Where Learning is Fun!
http://www.lvsonline.com/index.html
I did verify the split problem happens to me too. The benifits of the memory issue with the textures will have to outweight the split problem for now. Thanks for finding out that you need to weld first. That will help if I need to do this. They also fixed a memory leak problem when rendering to screen alot.
LVS - Where Learning is Fun!
http://www.lvsonline.com/index.html
Since I have never split anything I'm afraid I can't add anything useful there, but I can say that this is the very first update where I've seen an immediate impact on OOM's! Currently working on a large file that would cause an OOM prior to EVERY fullscreen (1280x1024/volumetric/GI) render(thank goodness still allowing the render to go forth, but necessitating a save following the render and the reopening of the scene for the inevitable tweaking...hehe), but after loading this newest update this problem has vanished!
fingers crossed here
Steve
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Any reports?
Due to previous experience, I'm afraid to install it. I'm still running 5.08, because 5.09 was so buggy. But I'd like to be able to use SkinVue and other products, which won't run on 5.08.