Activity for Konrad W.

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

    I have to excuse myself, Maksim Khramov. There is nothing wrong with these scripts, as to be seen in your screenshot. I've made a mistake in using them. So the bug sits in front of the computer ;-).

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

    I have to excuse myself, Maksim Khramov. There is nothing wrong with these scripts, as to be seen in your screenshot. I've made a mistake in using them. So the bug sits in front of the computer ;-).

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

    Another thing, that I am missing is the Helix-script by TroY. I used it for creation of one of my characters for my short film project with Klaus B. several years ago. I still love, that it empowered me to make coils in a very fast and easy way. Also the Coil script seems not to work anymore in AoI 3.2.0, which I used for the same character (see pic.) and found very useful, too.

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

    Another thing, that I am missing is the Helix-script by TroY. I used it for creation of one of my characters for my short film project with Klaus B. several years ago. I still love, that it empowered me to make coils in an very fast and easy way. Also the Coil script seems not to work anymore in AoI 3.2.0, which I used for the same character (see pic.) and found very useful, too.

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

    Great what you've found out, Pete! Thank you for fixing all of it! As far as I remember the body of the double bass in fact was modelled by me with mirrormodelling and some (quite bad) workover afterwards.

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

    Great what you've found out, Pete! Thank you for fixing all of it! As far as I remember the body of the double bass in fact was modelled by me with mirrormodelling and some (quite bad workover afterwards).

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

    I think, there never will be designed one single tool for catching all mathematical incalculabilities bad hand-work evokes. For this I can't repeat it often enough: Thank you so much for all your efforts to bring me out of my selfconstructed trap effectively.

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

    For the not connected faces (and points) of the objects may be helpful to know the genesis of these: I took several copies of the original "doublebass" object, one for each piece I needed. In these copies then I canceled those parts of the Mesh I would not need in the present copy. I opended some edges as seams and extruded the remaining parts in negative facenormals direction for the "new" object to keep the "outer" shape of it. In a second step 5 objects were then copied again and newly splitted...

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

    For the not connected faces (and points) of the objects may be helpful to know the genesis of these: I took several copies of the original "doublebass" object, one for each piece I needed. In these copies then I canceled those parts of the Mesh I would not need in this copy. I opended some edges as seams and extruded the remaining parts in negative facenormals direction for the "new" object to keep the "outer" shape of it. In a second step 5 objects were then copied again and newly splitted by using...

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

    For the not connected faces of the objects may be helpful to know the genesis of these: I took several copies of the original "doublebass" object, one for each piece I needed. In these copies then I canceled those parts of the Mesh I would not need in this copy. I opended some edges as seams and extruded the remaining parts in negative facenormals direction for the "new" object to keep the "outer" shape of it. In a second step 5 objects were then copied again and newly splitted by using the knife...

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

    For the not connected faces of the objects may be helpful to know the genesis of these: I took several copies of the original "doublebass" object, one for each piece I needed. In these copies then I canceled those parts of the Mesh I would not need in this copy. I opended some edges as seams and extruded the remaining parts in negative facenormals direction for the "new" object to keep the "outer" shape of it. In a second step 5 objects were then copied again and newly splitted by using the knife...

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

    For the not connected faces of the objects may be helpful to know the genesis of these: I took several copies of the original "doublebass" object, one for each piece I needed. In these copies then I canceled those parts of the Mesh I would not need in this copy. I opended some edges as seams and extruded the remaining parts in negative facenormals direction for the "new" object to keep the "outer" shape of it. In a second step 5 objects were then copied again and newly splitted by using the knife...

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

    For the not connected faces of the objects may be helpful to know the genesis of these: I took several copies of the original "doublebass" object, one for each piece I needed. In these copies then I canceled those parts of the Mesh I would not need in this copy. I opended some edges as seams and extruded the remaining parts in negative facenormals direction for the "new" object to keep the "outer" shape of it. In a second step 5 objects were then copied again and newly splitted by using the knife...

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

    For the not connected faces of the objects may be helpful to know the genesis of these: I took several copies of the original "doublebass" object, one for each piece I needed. In these copies then I canceled those parts of the Mesh I would not need in this copy. I opended some edges as seams. and extruded the remaining parts in negative facenormals direction for the "new" object to keep the "outer" shape of it. In a second step 5 objects were then copied again and newly splitted by using the knife...

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

    I'm using one AoI installation only. For animation I always create a separate file with only the necessary parts and some lowpoly dummies. When animation is done I copy it into the file, which contains all the objects of the final set. So the testing renders run faster. Of course you are right: Changeing the jar means the same for all files opened with. But after I had tested this badly for my second post here, I wanted to be shure that really all my AoI problems were gone from your wizardry, before...

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

    I'm using one AoI installation only. For animation I always create a separate file with only the necessary parts and some lowpoly dummies. When animation is done I copy it into the file, which contains all the objects of the final set. So the testing renders run faster. Of course you are right: Changeing the jar means the same for all files opened with. But as I had tested for my second post here, I wanted to be shure that really all my AoI problems were gone from your wizardry, before answering...

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

    For animation I always create a separate file with only the necessary parts and some lowpoly dummies. When animation is done I copy it into the file, which contains all the objects of the final set. So the testing renders run faster. Of course you are right: Changeing the jar means the same for all files opened with. But as I had tested for my second post here, I wanted to be shure that really all my AoI problems were gone from your wizardry, before answering here :-). Thank you very much once more!...

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

    Thank you so much, Pete, for this super fast awesome magic of yours! I tried the new PolyMesh.jar with the original "smoothed" file and it worked perfectly, as to be seen in the attached Render. Also copying into other files and rendering there works correctely! Great to know, that there are helpers like you to find here. Thank you Pete, thank you Luke S. and thank you Maksim Khramov!

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

    "If it works don't fix it..." :D Sorry, no, that really isn't my ambition ;-) I'm very appreciating to participate in and profit by your knowleges and abilities :-)

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

    "If it works don't fix it..." :D Sorry, no, that really isn't my ambition ;-) I'm very appreciating to participate in and profit by your knowleges and abilities :-)

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

    Thank you Pete, for investing your time and skills to my problem, too! Thank you also for adjusting and clearing my misunderstandings and lacks of knowlege. You are right: a proper mesh does really not look like this over 10 years old one, I've modelled as a newbe to AoI. But all in all it seemed (and was for a long time) sufficient to the needs it was constructed for at first (a finally never finished still life with music instruments). Thank you, AoI! After starting the animation project with Klaus...

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

    Thank you very much Maksim Khramov for finding out this workaround! It seems in fact to be valid even after bringing in the new (unsmothed) datas in the complete (old) scenery renderable. Great! I can go on working without loosing half a year of animation! :-) Thank you so much!!!!

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

    Thank you very much Maksim Khramov for finding out this workaround! It seems in fact to be valid even after bringing in the new (unsmothed) datas in the complete (old) scenery renderable. Great! I can go on working without loosing half a year of animation! :-)

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

    I developed the doublebass object in AoI with the PME and didn't ever change it to a trimesh, because it was said, that PME does this automatically for rendering. So I have no idea, wether the build-in importer would import it cleanly. For further work I tried to substitute the not working parts with new ones, I could get from the old model before it became an actor. So I copied the old doublebass object into the file with the animation. But the render didn't add this object too. (see left pic) I...

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

    I developed the doublebass object in AoI with the PME and didn't ever change it to a trimesh, because it was said, that PME does this automatically for rendering. So I have no idea, wether the build-in importer would import it cleanly. For further work I tried to substitute the not working parts with new ones, I could get from the old model before it became an actor. So I copied the old doublebass object into the file with the animation. But the render didn't add this object too. (see left pic) To...

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

    I developed the doublebass object in AoI with the PME and didn't ever change it to a trimesh, because it was said, that PME does this automatically for rendering. So I have no idea, wether the build-in importer would import it cleanly. For further work I tried to substitute the not working parts with new ones, I could get from the old model before it became an actor. So I copied the old doublebass object into the file with the animation. But the render didn't add this object too. To check out what...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correctly) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correctly) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correctly) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correctly) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Edit by copying the objects in a new file not all were rendered. Edit 2 The problem continues. See my next post. Edit 3 Sorry for canceling my first post, when I thought I got the problems fixed ...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correctly) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Thank you Luke S. for answering so fast! I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that...

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

    Edit by copying the objects in a new file not all were rendered. Edit 2 The problem continues. See my next post.

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used "thicken mesh by facenormals" then the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct) and changed the layered textures by "faces". At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that same file, too. It came out, that now the...

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that same file, too. It came out, that now the render inverted the situation. I try to append the older file with only the partly...

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that same file, too. It came out, that now the render inverted the situation. I try to append the older file with only the partly...

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were rendered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that same file, too. It came out, that now the render inverted the situation. I try to append the older file with only the partly...

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were redered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that same file, too. It came out, that now the Render inverted the situation. I try to append the older file with only the partly...

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were redered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that file,. too. It came out, that now the Render inverted the situation. I try to append the older file with only the partly...

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

    Edit by copying the objects in a new file they all were rendered. Edit 2 The problem continues. See my next post.

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were redered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that file,. too. It came out, that now the Render inverted the situation. I try to append the older file with only the partly...

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were redered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that file,. too. It came out, that now the Render inverted the situation.

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were redered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that file,. too. It came out, that now the Render inverted the situation.

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

    I created the objects with extracted poses and modified them with PME to get the needed parts. Therefore I used the knife tool in PME, "open seams" and "connect open points" commands (hope I translated this correct). At a second view not all objects were redered, after I had copied them in a new file (Screenshot_02_ 2023-07-17). After that I copied all the other objects in that file,. too. It came out, that now the Render inverted the situation.

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

    Edit by copying the objects in a new file they all were rendered. Sorry I can't cancel this thread.

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

    Hello again after years, it's me, Konrad, still involved in the same little film project I started with Klaus B. several years ago. Now in my animation several parts are shown correctely in the mainscreen of AoI but disappear in rendering as you can see in screenshot_02. So I copied them into the attached file. The result is a black render there, although they are to be seen on the mainscreen. I then tried to import it with another instance (Wavefront as Polymesh) and got the error alert in screenshot_03....

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

    Hello again after years, it's me, Konrad, still involved in the same little film project I started with Klaus B. several years ago. Now in my animation some parts are shown correctely in the mainscreen of AoI but disappear in rendering as shown in screenshot_02. So I copied them into the attached file. The result is a black render although they are to be seen on the mainscreen. I then tried to import it with another instance (Wavefront as Polymesh) and got the error alert in screenshot_03. the system...

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

    Hello again after years, it's me, Konrad, still involved in the same little film project I started with Klaus B. several years ago. Now in my animation some parts are shown correctely in the mainscreen of AoI but disappear in rendering as shown in screenshot_02. So I copied them into the attached file. The result is a black render although they are to be seen on the mainscreen. I then tried to import it with another instance (Wavefront as Polymesh) and got the error alert in screenshot_03. the system...

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

    Hello again after years, it's me, Konrad, still involved in the same little film project I started with Klaus B. several years ago. Now in my animation some parts are shown correctely in the mainscreen of AoI but disappear in rendering as shown in screenshot_02. So I copied them into the attached file. The result is a black render although they are to be seen on the mainscreen. I then tried to import it with another instance (Wavefront as Polymesh) and got the error alert in screenshot_03. the system...

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

    Hello again after years, it's me, Konrad, still involved in the same little film project I started with Klaus B. several years ago. Now in my animation some parts are shown correctely in the mainscreen of AoI but disappear in rendering as shown in screenshot_02. So I copied them into the attached file. The result is a black render although they are to be seen on the mainscreen. I then tried to import it with another instance (Wavefront as Polymesh) and got the error alert in screenshot_03. the system...

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

    I'd like to suggest 3 extensions more : Shadowcatcher (Adv.Raytracer) by Nic Trevallyn-Jones Measuringtool by TroY TaPD by F. Guillet

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

    Thank You Luke S. for your fast answer! I didn't remember the tolerant selction mode. Everything is well now. Thank you again for helping. Edit: The Thing with the date of my version results by a copy of another installation of AoI I did before. I then changed to a 64 bit computer (Windows 10) and did'nt know the correct path to install, so the SP manager didn't automatically load the extensions and I copied them by hand.

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

    Thank You Luke S. for your fast answer! I didn't remember the tolerant selction mode. Everything is well now. Thank you again for helping.

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

    Hello, in the version of my PME released 14th January 2021with AoI v.3.2.0 in edge mode the freehand marker doesn't work. Is there a newer version? My SP Manager answers 'no'.

  • Konrad W. Konrad W. posted a comment on discussion Open Discussion

    In addition to the entries in the manual you can find a walkcycle tutorial here.

  • Konrad W. Konrad W. posted a comment on discussion Open Discussion

    Some basical hints you will find in the Manual.

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

    Hello richardm, not knowing, what you did or need exactly, there are different ways to reassign axis: In the edit menu you normally have 6 levels of undo to go back. Or on the right side of the mainscreen of AoI there is a panel called "properties". The first line of this panel shows the name of the currently selected object. The second row "Position" shows the current X, Y and Z Position of this object. The third row, "Orientation", is the one you probably need: If you enter to X, Y and/or Z 0.0...

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

    Hello richardm, not knowing, what you did or need exactly, there are different ways to reassign axis: In the edit menu you normally have 6 levels of undo to go back. Or on the right side of the mainscreen of AoI there is a panel called "properties". The first line of this panel shows the name of the currently selected object. The second row "Position" shows the current X, Y and Z Position of this object. The third row is the one you probably need: If you enter to X, Y and/or Z 0.0 then the object...

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

    Hello richardm, not knowing, what you did or need exactly, there are different ways to reassign axis: In the edit menu you normally have 6 levels of undo to go back. Or on the right side of the mainscreen of AoI there is a panel called "properties". The first line of this panel shows the name of the currently selected object. The second row "Position" shows the current X, Y and Z Position of this object. The third row is the one you probably need: If you enter to X, Y and/or Z 0.0 then the object...

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

    Hello richardm, not knowing, what you did or need exactly, there are different ways to reassign axis: In the edit menu you normally have 6 levels of undo to go back. Or on the right side of the mainscreen of AoI there is a panel called "properties". The first line of this panel shows the name of the currently selected object. The second row "Position" shows the current X, Y and Z Position of this object. The third row is the one you probably need: If you enter to X, Y or Z 0.0 then the object will...

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

    I had no chance to check. But for me it sounds reasonable to have also a look onto the older equipment I'm using: As I can remember these events first came up to me with AoI 3.1 with the new mouse and keyboard I had to use since then. Therefore I'm convinced now, that it's obviously my hardware causing trouble at times. Up to now things didn't occur again however. So I'm able to go on with my work. Thank you once more!

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

    I had no chance to check. But for me it sounds reasonable to have also a look onto the older equipment I'm using: As I can remember these events first came up to me with AoI 3.1 with the new mouse and keyboard I had to use since then. Therefore I'm convinced, that it's obviously my hardware causing trouble at times. Up to now things didn't occur again however. So I'm able to go on with my work. Thank you once more!

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

    Thank you Luke S. for your notes, too! Well, I had to change mouse and keyboard in one cableless USB device because of some other troubles with my laptop half a year ago. So I guess you are right. Sorry for "blaming AoI"! Thank you all again for your help!

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

    Thank you, Pete, for your fast answer. The only thing I could bring together with double keyframing at the same time is my keyboard, which in writing sometimes delivers double letters, when I'm pushing a key to hard. Ok, this could be part of an explanation. But on the other hand you partly could evoke the dropping of keys out of a selection. Edit: Sometimes it also happens, trying to drag a marked bulk of keyframes, only that one Keyframe nearest to my mousepointer moves. Should I write a ticket...

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

    Thank you, Pete, for your fast answer. The only thing I could bring together with double keyframing at the same time is my keyboard, which in writing sometimes delivers double letters, when I'm pushing a key to hard. Ok, this could be part of an explanation. But on the other hand you partly could evoke the dropping of keys out of a selection. Edit: Sometimes it happens, trying to drag a marked bulk of keyframes, only the one Keyframe nearest to my mousepointer moves, too. Should I write a ticket...

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

    Thank you, Pete, for your fast answer. The only thing I could bring together with double keyframing at the same time is my keyboard, which in writing sometimes delivers double letters, when I'm pushing a key to hard. Ok, this could be part of an explanation. But on the other hand you partly could evoke the dropping of keys out of a selection. Edit: Sometimes it happens, trying to drag a marked bulk of keyframes, only the nearest one Keyframe to my mousepointer moves, too. Should I write a ticket...

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

    Thank you, Pete, for your fast answer. The only thing I could bring together with double keyframing at the same time is my keyboard, which in writing sometimes delivers double letters, when I'm pushing a key to hard. Ok, this could be part of an explanation. But on the other hand you partly could evoke the dropping of keys out of a selection. Should I write a ticket to the bug tracker?

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

    Hello again, working now with AoI 3.2.0 (thanks to all of you for this new release!) I'm stumbling a bit in moving marked Keyframes on the score, by dragging: After I'd marked a group of Keyframes over several tracks by framing, to drag them into a new position, the keys on the weight tracks doubled and, as I assume, these new copies stayed in the old position. I did expect, that there wouldn't appear copys of keys and all marked keys would move. What did I wrong? Konrad

  • Konrad W. Konrad W. created ticket #393

    A visible hint for used parent levels of an object down in a hierarchy?

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

    Yes, here, by chance, I found the link (again), where TroY (on Github: Vain) put all his aoi things: https://www.uninformativ.de/git/aoi-addons/files.html

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

    Thank you Luke S. and Pete for your fast and very helpful answers! @ Luke S.: Ofcourse you can use what ever you need of this for the issue tracker. For I need some movings of the book, I took a pose track to my further work. Your both hints to "UV mapping" hitted what I forgot to try. @Pete: Your elegant handling for the notes sheet was a second eyeopner for me. Btw the script for extraction of the original object from an actor is, as you know, already implemented in the Poseeditor. One can get...

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

    I'm not successful to fix a layered imagemapped green texture inside and outside of a foldable object (book) in its position: 1. The render shows a different result to the mapping window (for the outside of the book) 2. Moving a bone to fold the book (I modeled it opened) causes a change of the textures position on the mesh. Could You please tell me, what I'm doing wrong? I attached my file for this. Thank you!

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

    I'm not sucessful to fix a layered imagemapped greentexture inside and outside of a foldable object (book) in its position: 1. The render shows a different result to the mapping window (for the outside of the book) 2. Moving a bone to fold the book (I modeled it opened) causes a change of the textures position on the mesh. Could You please tell me, what I'm doing wrong? I attached my file for this. Thank you!

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

    Thank you very much, Pete, for the completely renewed version of the pyramid script! It's real fun now to create pyramids (and similar objects)!

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

    You're welcome! Yes it's correct: The tool is only suitable in 2D directions. This already was noted by TroY ten years ago. I forgot to mention. And yes, TroY seems to be busy somewhere else. Also in the following Boards of the First German Board for AoI he only once or twice dropped in several years ago. I don't know whether his account "uninformativ" at github is still up or not, from where I downloaded this tool and several other things, which probably never made it in the official AoI repositiory....

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

    You're welcome! Yes it's correct: The tool is only suitable in 2D directions. This already was noted by TroY ten years ago. I forgot to mention. And yes, TroY seems to be busy somewhere else. Also in the following Boards of the First German Board for AoI he only once or twice dropped in several years ago. I don't know whether his account "uninformativ" at github is still up or not, from where I downloaded this tool and several other things, which probably never made it in the official AoI repositiory....

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

    Sorry for my late reaction: I'm still using that measuring tool Pete wrote about in my AoI 3.0.3 (also in v. 3.1.0!) without any problems. It is written by TroY in its last version in 2010 and you should copy it to the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One for measuring ankles and one for distances. Dragging LMB in a view, at the statusline below the views shows the distance (in AoI units) from starting point to...

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

    Sorry for my late reaction: I'm still using that measuring tool Pete wrote about in my AoI 3.0.3 (also in v. 3.1.0!) without any problems. It is written by TroY and you should copy it to the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One for measuring ankles and one for distances. Dragging LMB in a view, at the statusline below the views shows the distance (in AoI units) from starting point to end point as radius of a circle....

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

    Sorry for my late reaction: I'm still using that measuring tool Pete wrote about in my AoI 3.0.3 (also in v. 3.1.0!) without any problems. It is written by TroY and you should copy it to the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One for measuring ankles and one for distances. Dragging LMB at the statusline below the views shows the distance (in AoI units) from starting point to end point as radius of a circle. The...

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

    Sorry for my late reaction: I'm still using that measuring tool Pete wrote about in my AoI 3.0.3 (also in v. 3.1.0!) without any problems. It is written by TroY and you have to copy it to the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One for measuring ankles and one for distances. LMB dragging shows in the statusline below the views the distance from starting point to end point as radius of a circle. The ankle Tool with...

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

    Sorry for my late reaction: I'm still using that measuring tool Pete wrote about in my AoI 3.0.3 without any problems. It is written by TroY and you have to copy it to the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One for measuring ankles and one for distances. Have Fun!

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

    Sorry for my late reaction: I'm still using that measuring tool Pete wrote about in my AoI 3.0.3 without any problems. It is written by TroY and you have to copy it into the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One for measuring ankles and one for distances. Have Fun!

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

    Sorry for my late reaction: I'm still using that measuring tool Pete wrote about in my AoI 3.0.3 without any problems. It is written by TroY and you have to copy it in the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One for measuring ankles and one for distances. Have Fun!

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

    Sorry for my late answer: I'm still using that measuring tool Pete wrote about within my AoI 3.0.3 without any problems. It is written by TroY and You have to copy it in the Plugins folder of your AoI installation. Restarting AoI brings up two new icons (ankle and ruler) in the toolslist left: One vor measuring ankles and one for distances. Have Fun!

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

    Sorry for my late answer: I'm still using that measuring tool Pete wrote about within my AoI 3.0.3 without any problems. It is written by TroY and You have to copy it in the Plugins folder of your AoI installation. Have Fun!

  • Konrad W. Konrad W. posted a comment on discussion Open Discussion

    Thank you Luke S. for answering! I tried to get the modelling situation I had some weeks ago with the test file below. But I couldn't create it again even though this file is a copy of the original one. The numbers at each objects name show the run of my workflow from 1 to 6. Because the inverted faces didn't appear again, I didn't try sewing. So it may work this time without the described effect, too. I startet with an older rigged Dummy. and wanted to model its face with the mirror modeler separately...

  • Konrad W. Konrad W. modified a comment on discussion Open Discussion

    Thank you very much for your interesting discussion. In my modelling processes with PME over the years I often miss some tool or automatically function to correct inverted normals individually. Quite often I'm separating parts of a PolyMesh with "open seam", to keep the number of vertices (and edges) at the outline, and copy it into another (help)objects PME for further work, for instance with mirror modelling. This copy normally causes the first inversion. After refining this part of the mesh, bringing...

  • Konrad W. Konrad W. posted a comment on discussion Open Discussion

    Thank you very much for your interesting discussion. In my modelling processes with PME over the years I often miss some tool or automatically function to correct inverted normals individually. Quite often I'm separating parts of a PolyMesh with "open seam", to keep the number of vertices (and edges) at the outline, and copy it into another (help)objects PME for further work, for instance with mirror modelling. This copy normally causes the first inversion. After refining this part of the mesh, bringing...

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

    @Luke: Thank You for the hint "SolidTool". I did'nt really think this simply could fix the problem I had. I only was interested in looking what was happening with the Mesh after using SolidTool and inverting (all) the Meshnormals. So I tried. @Pete: Thank You very much for the renewed tool "Pyramids" and the explanations here what was going wrong with the old one!

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

    Thank You Luke, for answering. I tried some things with the scriptgenerated square based pyramid in the SolidEditor. But nothing changed the crashes of the PME. Sometimes I only could quit AoI with the Windows Taskmanager stopping java, especilly after trying to invert the meshes normals. But I'm not in a hurry with this ...

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

    Thank You Luke, for answering. I tried some things with the scriptgenerated square based pyramid in the SolidEditor. But nothing changed the crashes of the PME. Sometimes I only could quit AoI with the Windows Taskmanager stopping java. But I'm not in a hurry with this ...

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

    Hello, here I am again with a small problem: In AoI 3.1 I used the pyramid script to get a square based object. I converted it to a polymesh. To mark seams for unfolding it, in PME I tried to mark some point or edge. But every time an empty editorscreen follows. This behaviour of the PME only happens with the square based version of the pyramid. With the triangle based object it works to mark seams after converting it into polymesh. For I don't know, where this obvious bug is located, I'm asking...

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

    Hello, here I am again with a small problem: In AoI 3.1 I used the pyramid script to get a square based object. I converted it to a polymesh. To mark seams for unfolding it, in PME I tried to mark something. But every time an empty editorscreen follows. This behaviour of the PME only happens with the square based version of the pyramid. With the triangle based object it works to mark seams after converting it into polymesh. For I don't know, where this obvious bug is located, I'm asking here. Ko...

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

    Hello, here I am again with a small problem: I used the pyramid script to get a square based object. I converted it to a polymesh. To mark seams for unfolding it, in PME I tried to mark something. But every time an empty editorscreen follows. This behaviour of the PME only happens with the square based version of the pyramid. With the triangle based object it works to mark seams after converting it into polymesh. For I don't know, where this obvious bug is located, I'm asking here. Konrad

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

    Thank you for all your expieriences and tips to the "field of additional tracks" I'm awaiting! And thank you for "having a look on this converting project after all". I hope, you could find a good solution (as, in the past, you always did, in my opinion!) Concerning "poses" and "gestures": I meant those entries, which are gathered as copies from and under the "default pose" for putting togehter in different weights to create a new "gesture" as AoI and manual are calling these things. In German I...

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

    Thank you for all your expieriences and tips to the "field of additional tracks" I'm awaiting! And thank you for "having a look on this converting project after all". I hope, you could find a good solution (as, in the past, you always did, in my opinion!) Up to now, I just could transfer to you (by "We Transfer" and then for your eyes only, please!), as a little present for all your very good help over the last 3 years, the last testrender (done round christmas 2018) of the first 29,5 seconds sequence....

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

    Meanwhile I started to adjust the actor version to the rigged mesh version of my chrakter by hand. A check of the both positions in the main window each time demands to leave the pose dialog. To bring just one positon of a bone by its weight only nearly to the the given position this way turns out to become a pain in the neck for hours and hours, not for my skills only, as I believe. The only way to get an usable copy of another objects gestures is to set up a new gesture: you get the bones adjusted...

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