Activity for Art of Illusion

  • Luke S Luke S posted a comment on discussion Open Discussion

    Hey, everyone. Sorry for the long absence. I had some stuff going on, and simply didn't have the bandwidth for more people-interaction. Things seem to have settled for the moment, so I should be able to be a bit more regular around here. I would love to get AOI to be a bit more of a progressing project, both for our long-term existing (and very patient) fans, and for new users. Some things that need to be done, in rough order of priority: Get the plugin repository back up and running. About a year...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #71 Included changes: Camera filter bug fix ported from upstream AOI: https://github.com/makiam/Tokonga/pull/242 Remove deprecated code from LayeredMapping class: https://github.com/makiam/Tokonga/pull/243 Rework Polymesh dialogs: https://github.com/makiam/Tokonga/pull/244 Minor readability Update in Layout: https://github.com/makiam/Tokonga/pull/246 Update Polymesh editor tools: https://github.com/makiam/Tokonga/pull/247 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-21.04.2026/ArtOfIllusion.zip...

  • Klaus B Klaus B posted a comment on discussion Help

    👍

  • Pete Pete modified a comment on discussion Help

    how did you add the round part back in I did not add anything. Just did the boolean (subtract operation), converted the result to triange mesh and deleted the center node. but its hollow now You mean it is not solid? I'll have a look later.

  • Pete Pete posted a comment on discussion Help

    how did you add the round part back in I did not add anything. Just did the boolean (subtract operation), converted teh result to triange mesh and deleted the center node. but its hollow now You men it is not solid? I'll have a look later.

  • Pete Pete posted a comment on discussion Help

    Die Frage von Tea Jassid würde mich auch interessieren. Wie geht es weiter mit AoI? Honestly, I was a little bit wondering that myself, but.... As it happened, just this morning I had a couple replies from Lucas, in my mail box, on fixes that have been pending for quite a long time. He only said that he has been away, so I really don't know what was happeing but anyway he seems to be back for now. I was also working on some more improvements (on teh scene camera) but those have been on hold during...

  • Klaus B Klaus B posted a comment on discussion Help

    Die Frage von Tea Jassid würde mich auch interessieren. Wie geht es weiter mit AoI?

  • Tea Jassid Tea Jassid modified a comment on discussion Help

    oh thank that does solve it, but its hollow now, how did you add the round part back in btw the development on aoi hasnt stopped right?

  • Tea Jassid Tea Jassid posted a comment on discussion Help

    oh that does solve it, but its hollow now, how did you add the round part back in btw the development on aoi hasnt stopped right?

  • Tea Jassid Tea Jassid posted a comment on discussion Help

    hi uhh 1. the rotation angle isnt 360 (160) 2. yes, theres a tab for material 3. delete which vertices? 4. they are trimeshes and i have closed the boundaries

  • Pete Pete modified a comment on discussion Help

    Just to clarify how the Boolean tool works: It does not actually join the two objects togehter in any way. It only makes a copy of each of the objects and creates a "sub assembly" of them. Then it displays on the screen what ever the visual outcome of the selected combining method should be. You can open the Boolean object and reposition or rotate the objects inside it, change the combining method and even edit the objects. This does not affect the original objects that were used to create the Boolean....

  • Pete Pete posted a comment on discussion Help

    Just to claryfy how the Boolean tool works: It does not actually join the two objects togehter in any way. It only makes a copy of each of the objects and creates a "sub assembly" of them. Then it displays on teh screen what ever the visual outcome of the selected combiming methid should be. You can open the Boolean object and reposition or rotate the objects inside it, change the combining method and even edit the objects. This does not affect the original objects that were used to create the Boolean....

  • Pete Pete modified a comment on discussion Help

    First @Klaus: You don't need to delete anything. You can pick objects into a selection individually by holding the Ctrl-key down. So in this case, hold Ctrl down and pick Lathed Object 8 and Lathed Object 9 and then launch the Boolean tool. Then to the main point: @Tea Jassid: The Lathed Objects on the file are Triangle Meshes and at least to me the the Boolean tool actualy does perform the operation but it does not remove the unnecessary triangles at the center of the new piece. EDIT: So, perform...

  • Pete Pete modified a comment on discussion Help

    First @Klaus: You don't need to delete anything. You can pick objects into a selection individually by holding the Ctrl-key down. So in this case, hold Ctrl down and pick Lathed Object 8 and Lathed Object 9 and then launch the Boolean tool. Then to the main point: @Tea Jassid: The Lathed Objects on the file are Triangle Meshes and at least to me the the Boolean tool actualy does perform the operation but it does not remove the unnecessary triangles at the center of the new piece. EDIT: So, perform...

  • Pete Pete modified a comment on discussion Help

    First @Klaus: You don't need to delete anything. You can pick objects into a selection individually by holding the Ctrl-key down. So in this case, hold Ctrl down and pick Lathed Object 8 and Lathed Object 9 and then launch the Boolean tool. Then to the main point: @Tea Jassid: The Lathed Objects on the file are Triangle Meshes and at least to me the the Boolean tool actualy does perform the operation but it does not remove the unnecessary triangles at the center of the new piece. EDIT: So, perform...

  • Pete Pete modified a comment on discussion Help

    First @Klaus: You don't need to delete anything. You can pick objects into a selection individually by holding the Ctrl-key down. So in this case, hold Ctrl down and pick Lathed Object 8 and Lathed Object 9 and then launch the Boolean tool. Then to the main point: @Tea Jassid: The Latthet Objects on the file seem to be triangle meshes and at least to me the the Boolean tool actualy does perform the operation but it does not remove the unnecessary triangeles at the center of the new piece. It should...

  • Pete Pete modified a comment on discussion Help

    First @Klaus: You don't need to delete anything. You can pick objects into a selection individually by holding the Ctrl-key down. So in this case, hold Ctrl down and pick Lathed Object 8 and Lathed Object 9 and then launch the Boolean tool. Then to the main point: @Tea Jassid: The Latthet Objects on the file seem to be triangle meshes and at least to me the the Boolean tool actualy does perform the operation but it does not remove the unnecessary triangeles at the center of the new piece. It should...

  • Pete Pete posted a comment on discussion Help

    First @Klaus: You don't need to delete anything. You can pick objects into a selection individually by holding the Ctrl-key down. So in this case, hold Ctrl down and pick Lathed Object 8 and Lathed Object 9 and then launch the Boolean tool. Then to the main point: @Tea Jassid: The Latthet Objects on the file seem to be triangle meshes and at least to me the the Boolean tool actualy does perform the operation but it does not remove the unnecessary triangeles at the center of the new piece. It should...

  • Isaiah Isaiah posted a comment on discussion Help

    I wasn't able to open your file (I'm running an older version of AOI), but if you're using "Line Through Endpoints" in the lathe tool (and a rotation angle of 360), then the resulting mesh is not manifold (i.e. completely enclosed). When you select your object, does it have an option for selecting a material below the texture option? This will tell you if it is manifold or not. For boolean operations, at least one of the objects must be a manifold mesh. To fix this, convert your lathed object into...

  • Klaus B Klaus B posted a comment on discussion Help

    Du musst die beiden Kurver löschen. Die beiden Körper bleiben übrig und könen kombiniert werden.

  • Tea Jassid Tea Jassid modified a comment on discussion Help

    I made objects with the lathe and converted them to trimesh to close them off, but when i tried subtracting them with the boolean tool it didn't work and just left patches of weird geometry. Tried subtracting them with other objects too and that didn't work either. (not converting the lathed objects into trimeshes doesn't work either, but i from what i gather you just can't do that)

  • Tea Jassid Tea Jassid posted a comment on discussion Help

    I made objects with the lathe and converted them to trimesh to close them off, but when i tried subtracting them with the boolean tool it didn't work and just left patches of weird geometry. Tried subtracting them with other objects too and that didn't work either.

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #70 Important Included changes: Updated Polymesh Controlled Smoothing Dialog: https://github.com/makiam/Tokonga/pull/238 Updated Polymesh Edge Range Dialog: https://github.com/makiam/Tokonga/pull/238 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-07.04.2026/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-07.04.2026/ArtOfIllusion.dmg Sources: https://github.com/makiam/Tokonga/archive/refs...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #69 Important Included changes: Clean unused code in plugins classloader: https://github.com/makiam/Tokonga/pull/236 Extract some utility code for Polymesh to separate class: https://github.com/makiam/Tokonga/pull/234 Groovy libraries updated from 5.0.4 to 5.0.5: https://github.com/makiam/Tokonga/pull/235 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-30.03.2026/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-30.03.2026/ArtOfIllusion.dmg...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #68 Important Included changes: Fixed Script Editor window layout: https://github.com/makiam/Tokonga/pull/228 Fixed Script Output window layout: https://github.com/makiam/Tokonga/pull/231 Extracted some Polymesh code to helper class: https://github.com/makiam/Tokonga/pull/232 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-23.03.2026/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-23.03.2026/ArtOfIllusion.dmg...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #67 Important Included changes: Migrate old-style JDK5 for loops to modern for-each where possible: https://github.com/makiam/Tokonga/pull/217 Syntax highligting library updated from 3.6.1 to 3.6.2: https://github.com/makiam/Tokonga/pull/218 Logging library updated from 1.5.28 to 1.5.32: https://github.com/makiam/Tokonga/pull/215 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-03.03.2026/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-03.03.2026/ArtOfIllusion.dmg...

  • Luke S Luke S posted a comment on discussion Scripting

    Low-poly modeling should be doable with either the built-in trimesh modeling, or through Polymesh. We currently don't have a glb exporter - this is something on my todo list - and our animation support is currently geared toward a single, playable track. (Such as you would use for making a movie.) This is also something that I would like to improve.

  • Tafadzwa Tarumbwa Tafadzwa Tarumbwa posted a comment on discussion Scripting

    Hi, thank you very much for the information. I have just installed Electric Wax. I think for now, that enough to get me started with AOI. I don't know if I'll need any specific plugins which might make life easier. But, I am to make 3d character models for my indie game(s). I'll be hoping to animate the models too, and export them for use in GDevelop (which now supports 3d files - GLB). I'll try and look around for low poly models tutorials. And, I would life to be informed of any plugins that might...

  • Luke S Luke S modified a comment on discussion Scripting

    Welcome! The (current) best way to get script or plugin files is to navigate to the specific plugin or script you want, and download the file using your web browser. You will then need to move it to the correct folder in your AOI installation. In a case where there are multiple versions of the same add-on, you want the most recent version. (This is a little less intuitive than we'd like, but some technical fixes are needed to bring a better experience back.) You do not want to download all plugins...

  • Luke S Luke S posted a comment on discussion Scripting

    Welcome! The (current) best way to get script or plugin files is to navigate to the specific plugin or script you want, and download the file using your web browser. You will then need to move it to the correct folder in your AOI installation. In a case where there are multiple versions of the same add-on, you want the most recent version. (This is a little less intuitive than we'd like, but some technical fixes are needed to bring a better experience back.) You do not want to download all plugins...

  • Tafadzwa Tarumbwa Tafadzwa Tarumbwa posted a comment on discussion Scripting

    Hi everyone, I just discovered Art of Illusion recently. And, while I was trying to find tutorials on YouTube, one of the tutorials recommended adding these scripts: https://aoisp.sourceforge.net/AoIRepository/ I can't seem to figure out how to download them, I tried HTTRACK and I couldn't get the files. I now have 2 requests/questions: Can someone please help me get those scripts (if possible)? Has anyone got a mod or something, that can change AoI's interface into Dark Mode? I hope someone will...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #64 Important Included changes: Groovy version updated from 5.0.3 to 5.0.4: https://github.com/makiam/Tokonga/pull/203 Syntax highligting library updated from 3.6.0 to 3.6.1: https://github.com/makiam/Tokonga/pull/200 Logging library updated from 1.5.23 to 1.5.28 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-09.02.2026/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-09.02.2026/ArtOfIllusion.dmg...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #64 Important Included changes: Minimal Java version set to JDK 17: https://github.com/makiam/Tokonga/pull/193 Update Groovy version: https://github.com/makiam/Tokonga/pull/194 Updated code of Alias Wavefront importer Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-22.12.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-22.12.2025/ArtOfIllusion.dmg Sources: https://github.com/makiam/To...

  • Klaus B Klaus B posted a comment on discussion Help

    Danke Luke, das mache ich natürlich sowieso. Da ich zuletzt vollständig in meine Arbeit versunken war, hatte ich die Zeit vergessen. Es schien mir aber richtig, auf das Problem aufmerksam zu machen, zumal ich das Problem mit den Drivern hatte. Dringend ist die Lösung des Problems also nicht. Ich wünsche dir eine schöne Zeit Klaus B

  • Luke S Luke S posted a comment on discussion Help

    That's okay. I use machine translation to read your German text, as well. Thank You for the file. I see nothing that would indicate where the problem lies, so this one is probably going to require some deeper debugging. I'll probably have to start by figuring out how to duplicate the issue on command, probably with a script. As an interim fix, I would suggest saving your work every hour or so, completely closing AOI, and then restarting the application.

  • Klaus B Klaus B posted a comment on discussion Help

    Jetzt habe ich es verstanden. Siehe Anhang. Ich muss die englischen Texte immer maschinell übersetzen.

  • Luke S Luke S posted a comment on discussion Help

    If you started AOI with a larger heap limit, presumably you started from the command line with java -Xmx32g -jar ArtOfIllusion.jar or similar. Did you get any text output in the command window that included the words "error" or "exception", probably some of the last things in the window before the scene crashed?

  • Klaus B Klaus B posted a comment on discussion Help

    Ich weiß nicht, was die Frage bedeutet.

  • Luke S Luke S posted a comment on discussion Help

    Did the command line output show any errors?

  • Klaus B Klaus B posted a comment on discussion Help

    Heute, 32 GB RAM: Crash nach 2,5 h. Kurz davor dauert das Umsetzen des Timers auf der Timeline mehrere Minuten. In der Zeit im Taskmanager: 26% CPU, 34 GB RAM.

  • Konrad W. Konrad W. posted a comment on discussion Help

    I didn't see this problem immediately after opening a saved file for I soon clicked "mesh only" mode. The effect appeared normaly after a while with copying in new objects or animating, for instants changing to "smoothed" mode to adjust one object to another.

  • Klaus B Klaus B posted a comment on discussion Help

    Nur Animationsposen.

  • Luke S Luke S posted a comment on discussion Help

    Okay, so a gradual degradation toward an eventual crash does imply some sort of resource scarcity, even if it isn't heap memory. When you've been working, and this issue triggers, are you doing modeling work, or primarily animation/pose stuff?

  • Klaus B Klaus B posted a comment on discussion Help

    Ich habe die Erfahrung gemacht, dass es eine längere Arbeitszeit benötigt. Ich habe heute weniger als 2 h damit gearbeitet. Erste Anzeichen, wie langsamere Reaktion bei Wechsel auf der Timeline zeigten sich bereits. Leider musste ich dann abbrechen.

  • Luke S Luke S posted a comment on discussion Help

    Konrad, in your experience, does this issue require a long time editing before it appears, or can it happen with a freshly opened file?

  • Konrad W. Konrad W. modified a comment on discussion Help

    My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everything back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file exactely when you're saving it.

  • Konrad W. Konrad W. modified a comment on discussion Help

    My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everything back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file even if you saved it.

  • Konrad W. Konrad W. modified a comment on discussion Help

    My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everithing back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file even if you saved it.

  • Konrad W. Konrad W. posted a comment on discussion Help

    My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everithing back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file.

  • Klaus B Klaus B posted a comment on discussion Help

    Ich habe etwa 2 h gearbeitet bis der genannte Effekt wieder eintrat. Dazu die folgenden Screenshots. Screenshot1: Ein allgemeiner Überblick über alle Objekte. Das ist nur ein Teil des gesamten Projektes, der für die Animation der gelben Figur erforderlich ist. Screenschot2: Der Crash nach 2 h. zuScreenshot2 enthält die Bezeichnung der Spuren, die in Screenshot2 fehlen. Ich werde jetzt weiterarbeiten (bzw. wiederholden) mit der letzten richtigen Version der AoI-Datei und mit größerem RAM. Zusatz Sreenshot3:...

  • Luke S Luke S modified a comment on discussion Help

    The standard launchers do limit the RAM that AOI takes. Technically, it's 16G of heap memory, and then the Java process uses a bit more on top for its management stuff and some internalized data. Regarding your "shuffle" issues: do you mean that they are actually swapped around in location, or are you getting z-depth errors? Could you post a screenshot? To determine if the memory limits are related: Start AOI from the command line: java -Xmx16g -jar ArtOfIllusion.jar Work until the issue occurs....

  • Luke S Luke S posted a comment on discussion Help

    The standard launchers do limit the RAM that AOI takes. Technically, it's 16G of heap memory, and then the Java process uses a bit more on top for its management stuff and some internalized data. Regarding your "shuffle" issues: do you mean that they are actually swapped around in location, or are you getting z-depth errors? Could you post a screenshot? To determine if the memory limits are related: Start AOI from the command line: java -Xmx16g -jar ArtOfIllusion.jar Work until the issue occurs....

  • Klaus B Klaus B posted a comment on discussion Help

    Hallo, ich arbeite immer noch an meinem sehr komplexen Projekt und jetzt auf einen neuen Rechner wieder in Win11. Leider arbeitete der Rechner sehr sehr langsam. Ich habe lange nach der Ursache gesucht, bis ich gelesen habe, dass Win11-Update die Driver nicht mit aktualisiert. Ich habe 20 Geräte mit altem Driver gefunden und aktualisiert. Das hat diesen Mangel sofort behoben. Es gibt aber noch einen Mangel. Nach längerer Arbeit friert AoI ein, oder es würfelt alle Objekte durcheinander (nur in der...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #64 Important Included changes: Fixed issue with Keyboard Shortcuts editor cannot save/update shortcuts: https://github.com/makiam/Tokonga/pull/174 Minor Groovy version update from 5.0.0 to 5.0.1: https://github.com/makiam/Tokonga/pull/176 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-16.09.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-16.09.2025/ArtOfIIllusion.dmg Sources: https...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #63 Important Included changes: Implemented Undo action for Convert To Polymesh command: https://github.com/makiam/Tokonga/pull/171 Groovy library updated from 4.0,28 to 5.0.0: https://github.com/makiam/Tokonga/pull/169 JOGL libraries updated to 2.6.0: https://github.com/makiam/Tokonga/pull/170 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-08.09.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-08.09.2025/ArtOfIIllusion.dmg...

  • Klaus B Klaus B posted a comment on discussion Help

    Hallo Luke. Da muss ich mich schämen. Ich hatte die Skripte und Erweiterungen noch nicht geholt. Allerdings wurde heute der Server nicht gefunden. Ich habe die Skripte und Erweiterungen deshalb von der Installation Win11 geholt. Zunächst funktionierte das gut. Ich teste AoI mit einer AoI-Datei, die sich unter Win11 nicht bearbeiten läst, weil AoI dort unendlich langsam reagiert. Unter ubuntu reagierte AoI sehr gut und schnell. Also habe ich ein Problem mit meiner Installation in Win11. Bei einem...

  • Luke S Luke S posted a comment on discussion Help

    How are you launching AOI? The included aoi.sh script should give the VM a 16GB max heap. I rather sounds like you are getting the default determined by the VM.

  • Klaus B Klaus B posted a comment on discussion Help

    Ich habe einfach ubuntu zusätzlich installiert. Jungfräulich finktionierte alles - java 8 installiert, AoI installiert, wie es sein soll. AoI funktioniert. Ich habe da nun ein sehr konplexes Projekt, das unter Win11 17 GB RAM benutzt. Unter ubuntu benutzte AoI mit diesem Projekt nur 1,5 GB und der Aufruf dieses Projekte kam nicht zu Ende. Wie kann ich nun dem java für AoI mehr RAM geben, bzw veranlassen, sich soviel zu nehmen, wie es braucht. Ich habe 64 GM RAM.

  • Maksim Khramov Maksim Khramov posted a comment on discussion Help

    Looks like this is known issue in IZPack... https://izpack.atlassian.net/browse/IZPACK-1787

  • Klaus B Klaus B posted a comment on discussion Help

    Danke Luke. Das liest sich erfolgversprechend. Ich werde so verfahren und das Ergebnis melden.

  • Luke S Luke S posted a comment on discussion Help

    Thanks for getting back to me, and for being patient. Your java installation is probably just fine. It appears that there's something in the installer that does not work with Java 21, at least on Ubuntu/Mint. This something that I'll have to address before the next release. The actual AOI application does run properly with 21. To use AOI with java 21, you have two options: Temporarily downgrade to java 17, 11, or 8 and run the installer script. Once the application is installed, set your java version...

  • Klaus B Klaus B posted a comment on discussion Help

    Oder ist mein java nicht richtig installiert? In dem Falle hätte ich die Frage, wie ich java zuerst sauber deinstalliere?

  • Klaus B Klaus B posted a comment on discussion Help

    Ich arbeite schon lange mit AoI, auch unter ubuntu bzw. mintmate. Ich habe eben gelernt, dass aoisetup.sh keine java-Datei ist, sondern ein Shell Script. Danke. Bitte nochmal von vorn. 1. Versuch: beide Dateien auf dem Schreibtisch. Start aoisetup.sh . Nichts passiert. 2. Versuch: Beide Dateien im Verzeichnis von java: .Start aoisetup.sh . Nichts passiert. 3. Versuch:Beide Dateien im Verzeichnis von java: ich@ube-Linux:~$ sudo java -jar /usr/bin/aoi-linux-install.jar Command line arguments: SCHWERWIEGEND:...

  • Luke S Luke S posted a comment on discussion Help

    Questions and comments: Is the file aoi-linux-install.jar present in the same folder as aoisetup.sh? By chance, did you move the shell script away from where you downloaded/extracted the zip archive? This should not be necessary. The installation process allows you to pick an installation location. aoisetup.sh is just a shortcut for java -jar aoi-linux-install.jar that does some hunting around if java isn't on your path. You should never try to call both in the same command line. What happens if...

  • Klaus B Klaus B posted a comment on discussion Help

    Danke Maksim, leider noch kein Erfolg. Zunächst folgendes ich@ube-Linux:~$ sudo /home/ich/Programs/AoI/aoisetup.sh [sudo] Passwort für ich: /usr/bin/java -jar aoi-linux-install.jar Error: Unable to access jarfile aoi-linux-install.jar kein Zugriff. Deshalb mein nächster Versuch: ich@ube-Linux:~$ cd /home/ich/Programs/AoI ich@ube-Linux:~/Programs/AoI$ sudo /home/ich/Programs/AoI/aoisetup.sh /usr/bin/java -jar aoi-linux-install.jar Command line arguments: SCHWERWIEGEND: java.lang.ArrayIndexOutOfBoundsException:...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Help

    Hello Klaus... Looks like issue here: sudo java /home/ich/Programs/AoI/aoisetup.sh You try to run java from sudo and pass shell script name to java. So java try to load shell script as own class Try to run sudo /home/ich/Programs/AoI/aoisetup.sh

  • Klaus B Klaus B posted a comment on discussion Help

    Ich habe ein ähnliches Problem. Wenn ich, wie empfohlen, aoisetup.sh starte, passiert nichts. Ich habe aoisetup.sh mit java gestartet. Das ergab folgendes: ich@ube-Linux:~$ java -version openjdk version "21.0.8" 2025-07-15 OpenJDK Runtime Environment (build 21.0.8+9-Ubuntu-0ubuntu124.04.1) OpenJDK 64-Bit Server VM (build 21.0.8+9-Ubuntu-0ubuntu124.04.1, mixed mode, sharing) ich@ube-Linux:~$ sudo java /home/ich/Programs/AoI/aoisetup.sh [sudo] Passwort für ich: Fehler: Hauptklasse .home.ich.Programs.AoI.aoisetup.sh...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #62 Important Included changes: Fixed issue Undo Add keyframes was not work: https://github.com/makiam/Tokonga/issues/164 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-18.08.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-18.08.2025/ArtOfIIllusion.dmg Sources: https://github.com/makiam/Tokonga/archive/refs/tags/Release-18.08.2025.zip

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    Here is AOI custom build #61 Important Included changes: Buffered write/restore for scene's tracks: https://github.com/makiam/Tokonga/pull/161 NB!!! Backward Compatibility breaking change!!! Current release introduces new fault tolerant read/write for scene object tracks. This increased scene verison, so new scene will not open in previous versions Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-06.08.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-06.08.2025/ArtOfIIllusion.dmg...

  • Pete Pete posted a comment on discussion Open Discussion

    Thanks! I knew it was in the L&F, but I haven't had a good moment to study the stuff.

  • Maksim Khramov Maksim Khramov posted a comment on discussion Open Discussion

    BTW, Simple way to setup menu font across all application. In startup script code: import java.awt.Font; import javax.swing.UIManager; import javax.swing.LookAndFeel; LookAndFeel laf = UIManager.getLookAndFeel(); UIManager.put("Menu.font", new Font("Segoe UI", Font.PLAIN, 24)); UIManager.put("MenuItem.font", new Font("Segoe UI", Font.PLAIN, 24)); UIManager.setLookAndFeel(laf);

  • Pete Pete posted a comment on discussion Open Discussion

    There already is, #310 2023-Oct-4

  • Luke S Luke S posted a comment on discussion Open Discussion

    Thanks for the effort! This does work for me now. (I have determined that the particular installation of xfce4 that I was using is... borked, probably due to an ancient GPU that doesn't get driver updates anymore. This version works right on mint/cinnamon, haven't yet tested other DEs.) This is something to consider for future development. A tracking issue would be nice. This stuff should really be in AoI itself. I agree, which is why I'm recommending tracking issue over on GH. If it's left as a...

  • Pete Pete posted a comment on discussion Open Discussion

    Here's a revised script. Now there are a true/false settings for setting the font size and forcing grid visible on the main window. I tested it as much as I could think of and to me it worked just the same as Groovy and BeanShell. Groovy does have its oddities though: int/int is not int but BigDecimal even if the calculation did not produce fractions. Hence the (int)(...) conversions. This is something to consider for future development. A tracking issue would be nice. This stuff should really be...

  • Pete Pete modified a comment on discussion Open Discussion

    I stumbled into a little weirdness in the StartUpSize script. In short, It does not work right as BeanShell as I thought. Depending on what parts are active, it might prevent opening an object editor window or all of AoI. What I got was java.lang.reflect.UndeclaredThrowableException. The program module and line number that were reported did not make any sense. The problem was in the parts that adjusts the font in the menus. The line menus = window.getMenuBar().getChildren(); actually contains a type...

  • Pete Pete posted a comment on discussion Open Discussion

    I stumbled into a little weirdness in the StartUpSize script. In short, It does not work right as BeanShell as I thought. Depending on what parts are active, it might prevent opening an object editor window or all of AoI. What I got was java.lang.reflect.UndeclaredThrowableException. The program module and line number that were reported did not make any sense. The problem was in the parts that adjusts the font in the menus. The lines menus = window.getMenuBar().getChildren(); actually contains a...

  • Pete Pete modified a comment on discussion Help

    I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. Edit:> Some rethinking: Of course round to the nearest and then proceed as usual. <:tidE This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a...

  • Pete Pete modified a comment on discussion Help

    I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. Edit: Some rethinking, of course round to the nearest and the proceed as usual. :tidE This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a movie...

  • Pete Pete modified a comment on discussion Help

    I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a movie is the last before the end time. Then it renders one more to show the End time, but...

  • Pete Pete posted a comment on discussion Help

    I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a movie is the last before the end time. Then it renders one more to show the End time, but...

  • Pete Pete modified a comment on discussion Help

    And the above was the wrong medicine! What matters is, where your frames end up on the timeline. I wrote some debugging code and the findings are a bit surprising: With 30 fps frame rate, I would have expected the keyframes to be forced to the 1/30:s of any full second but that doesn't seem to be the case: If you set the render to start at a time like 8.45 seconds, the frames will still be at 1/30 second intervals but starting from that point! Then one hits between the "jump keyframes" and that image...

  • Luke S Luke S posted a comment on discussion Help

    Oh, I see... Depending on exact timing, you're getting a render in the middle of a pan/move that was supposed to be an instantaneous transposition. Glad that there's a workaround/fix. Pete, thanks for digging in! I'm wondering how we might improve the controls in this area. What Konrad found isn't a bug, per se, but it is an easy-to-trip oops.

  • Konrad W. Konrad W. modified a comment on discussion Help

    Thank you very much for all your efforts! @Luke: This case happened the first time to me. So I copied some items from my original animation file to the rendertest file to make a proof by my own. The two frames I added above are the result I got from the rendertest file I attached. So may be, there were some informations still in my RAM, which brought the - for me obviously reproducable - flaw into my upper post. @ Pete: I don't know, how I managed to place the keys not in the right place. My original...

  • Konrad W. Konrad W. posted a comment on discussion Help

    Thank you very much for all your efforts! @Luke: This case happened the first time to me. So I copied some items from my original animation file to the rendertest file to make a proof by my own. The two frames I added above are the result I got from the rendertest file I attached. So may be, there were some informations still in my RAM, which brought the - for me obviously reproducable - flaw into my upper post. @ Pete: I don't know, how I managed to place the keys not in the right place. My original...

  • Pete Pete modified a comment on discussion Help

    Luke was faster.:D -- But I did manage to duplicate it somehow.... EDIT: What I say here is wrong and does not help! I'll just leave it here as a warning..;) Please see the next post. :END EDIT I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see...

  • Pete Pete modified a comment on discussion Help

    Luke was faster.:D -- But I did manage to duplicate it somehow.... EDIT: What I say here is wrong and does not help! I'll just leave it here as a warning..;) Please see the next post. :END EDIT I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see...

  • Pete Pete modified a comment on discussion Help

    And the above was the wrong medicine! What matters is, where your frames end up on the timeline. I wrote some debugging code and the findings are a bit surprising: With 30 fps frame rate, I would have expected the keyframes to be forced to the 1/30:s of any full second but that doesn't seem to be the case: If you set the render to start at a time like 8.45 seconds, the frames will still be at 1/30 second intervals but starting from that point! Then one hits between the "jump keyframes" and that image...

  • Pete Pete modified a comment on discussion Help

    Luke was faster.:D -- But I did manage to duplicate it somehow.... EDIT: What I say here wrong and does not help! I'll just leave it here as a warning..;) Please see the next post. :END EDIT I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see here...

  • Pete Pete posted a comment on discussion Help

    And the above was the wrong medicine! What matters is, where your frames end up on the timeline. I wrote some debugging code and the findings are a bit surprising: With 30 fps frame rate, I would have expected the keyframes to be forced to the 1/30:s of any full second but that doesn't seem to be the case: If you set the render to start time somewhere like 8.45 seconds, the frames will still be at 1/30 second intervals but starting from that point! Then one hits between the "jump keyframes" and that...

  • Pete Pete modified a comment on discussion Help

    Luke was faster.:D -- But I did manage to duplicate it somehow.... I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see here is a wobble just after the sudden jump at that is done by frames 255 and 256. Frame 257 is then off... But that is not all....

  • Pete Pete posted a comment on discussion Help

    Luke was faster.:D -- But I did manage to duplicate it somehow.... I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see here is a wobble just after the sudden jump at that is done by frames 255 and 256. Frame 257 is then off... But that is not all....

  • Luke S Luke S posted a comment on discussion Help

    I'm not able to duplicate. Tried a couple of different movie renders with camera 6, (different start and end times, all overlapping frame 257) and so far they're all consistent with the Single-Frame sample you provided. Does this come up consistently for you?

  • Konrad W. Konrad W. modified a comment on discussion Help

    Here is my next question for help: Rendering in moviemode gives back frames with wrong positioning of camera. Please try the testfile at frame 257 or later for this to verify. Rendering in single image mode gives the correct position in the render. Again I'm using AoI 3.2.0 on a windows pc with 64 GB RAM. ...?

  • Konrad W. Konrad W. modified a comment on discussion Help

    Here is my next question for help: Rendering in moviemode gives back frames with wrong positioning of camera. Please try the testfile at frame 257 or later for this to verify. Rendering in single image mode gives the correct position in the render. Again I'm using AoI 3.2.0 on a windows pc with 64 GB RAM. ...?

  • Konrad W. Konrad W. posted a comment on discussion Help

    Here is my next question for help: Rendering in moviemode gives back frames with wrong positioning of camera. Please try the testfile at frame 257 or later for this to verify. Rendering in single image mode gives the correct position in the render. Again I'm using AoI 3.2.0 on a windows pc with 64 GB RAM. ...?

  • Pete Pete modified a comment on discussion Help

    Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (At the time I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with, that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but there are more things in the filters' code that don't seem right to me....

  • Pete Pete modified a comment on discussion Help

    Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (At the time I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with, that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but there are more things in the filters' code that don't seem right to me....

  • Pete Pete modified a comment on discussion Help

    Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (At the time I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with, that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but there are more things in the filters' code that don't seem right to me....

  • Pete Pete posted a comment on discussion Help

    Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (Arth etime I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but that there are more things in the filters' code that don't seem right to...

  • Maksim Khramov Maksim Khramov posted a comment on discussion Help

    When you press Cancel , you need to revert both the old order and the old values of the filters. Both of them need need to be tracked As I see in SceneCamera code there are some lines to backup/restore Camera state on cancel: See lines 53-55 to backup filters state and lines 148-150 to restore state from backup

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