andrew
Junior Member
Posts: 69
|
Post by andrew on Dec 12, 2012 17:19:27 GMT -5
Hi there i recently created my own agent, and i just realized i had made an mistake. my original agent is centered right in the middle of the grid, not above it as the normal agents are. And that seems to cause my agents to be placed slightly underneath my terrain. is there a way to adjust the center of the original agent ? i would hate to recreate the Original agent again And by the way, i am no longer able to adjust all the dynamic joints anymore, if i select them all, only one of the dynamic joints gets affected. i hope you guys will look into it kind regards Andrew
|
|
|
Post by Yeah YANG on Dec 12, 2012 20:11:33 GMT -5
Hi Andrew, 1. if the agent is underneath the ground at start time, please make the ground logic a little bit higher; normal: (-inf, 0] and [0, +inf) change to: (-inf, -10] and [-10, +inf) 2. we'll check the dynamic joint right away, Would you please upload a screen shot picture or sample files. Best, --Yeah Hi there i recently created my own agent, and i just realized i had made an mistake. my original agent is centered right in the middle of the grid, not above it as the normal agents are. And that seems to cause my agents to be placed slightly underneath my terrain. is there a way to adjust the center of the original agent ? i would hate to recreate the Original agent again And by the way, i am no longer able to adjust all the dynamic joints anymore, if i select them all, only one of the dynamic joints gets affected. i hope you guys will look into it kind regards Andrew
|
|
andrew
Junior Member
Posts: 69
|
Post by andrew on Dec 13, 2012 10:03:38 GMT -5
Hi Yeah thank you for the quick reply it worked great by adjusting the ground logic, thanks And i am sharing my agent scene file with you guys too I'm currently working with maya 2011. ps. why is the meshdrive 2.0 very very slow in maya 2011 ? are you going to fix it, or is it just some 2011 limitations in maya ? kind regards Andrew Attachments:
|
|
|
Post by Yeah YANG on Dec 13, 2012 22:11:57 GMT -5
Thank you! 1. I'll check that immediately. 2. The mesh drive 3.0 will be 3~5 times faster!! with more powerful data transfer method. Will be released after Xmas (And maybe 10 times faster than 2011 mesh drive 2.0) at that time, no matter 2011 ~ 2013, all will be fast:) The mesh drive 2.0 will be killed then. Thank you! Hi Yeah thank you for the quick reply it worked great by adjusting the ground logic, thanks And i am sharing my agent scene file with you guys too I'm currently working with maya 2011. ps. why is the meshdrive 2.0 very very slow in maya 2011 ? are you going to fix it, or is it just some 2011 limitations in maya ? kind regards Andrew
|
|
|
Post by Yeah YANG on Dec 14, 2012 0:32:33 GMT -5
hi, Andrew, I think the dyn joint is correct, and I attached an image there. would you please describe the problem more in details. Or please download the new version and re-test it?? we changed the dyn joint pipeline totally, please refer the: Video 73: www.basefount.com/download/video-menuThank you. Hi Yeah thank you for the quick reply it worked great by adjusting the ground logic, thanks And i am sharing my agent scene file with you guys too I'm currently working with maya 2011. ps. why is the meshdrive 2.0 very very slow in maya 2011 ? are you going to fix it, or is it just some 2011 limitations in maya ? kind regards Andrew Attachments:
|
|
andrew
Junior Member
Posts: 69
|
Post by andrew on Dec 14, 2012 9:48:39 GMT -5
Hi yeah perhaps i din't explain it well enough what i was asking about was, if i select all the dynamic limit manipulators, i would normally be able to change the joint type on all of the joints. for example to hinge, but if i select all of them, only the first one gets changed. So right now, i am forced to manually change the joint type on each one. i hope you guys understand my problem now Anyway, the plugin still rocks ! kind regards Andrew
|
|
|
Post by Yeah YANG on Dec 15, 2012 9:00:23 GMT -5
Oh Thank you , it's a little bit strange, it's OK at my machine =_=|| I'm not sure what's wrong~~ Sorry about this inconvenience~~ Hi yeah perhaps i din't explain it well enough what i was asking about was, if i select all the dynamic limit manipulators, i would normally be able to change the joint type on all of the joints. for example to hinge, but if i select all of them, only the first one gets changed. So right now, i am forced to manually change the joint type on each one. i hope you guys understand my problem now Anyway, the plugin still rocks ! kind regards Andrew Attachments:
|
|
andrew
Junior Member
Posts: 69
|
Post by andrew on Dec 15, 2012 9:42:19 GMT -5
Hi yeah i did some research myself, apparently i am able to adjust the swing and twist on all of the joint limit manipulators at once. Another thing i learned, is that it seems to be a maya 2011 bug, that i am having. it all works in maya 2012. i hope this new information will make it easier to figure out what is causing this bug. kind regards andrew
|
|
|
Post by Yeah YANG on Dec 15, 2012 21:17:58 GMT -5
Thank you so much for your feedback! I'll check it in 2011 later, hope can solve that And also thank you for your testing!! We'll work hard and provide another cool version soon~~ Best, --Yeah Hi yeah i did some research myself, apparently i am able to adjust the swing and twist on all of the joint limit manipulators at once. Another thing i learned, is that it seems to be a maya 2011 bug, that i am having. it all works in maya 2012. i hope this new information will make it easier to figure out what is causing this bug. kind regards andrew
|
|