WillP
Jul 12 2006, 05:09 PM
Here are links to the v13.0c Installer.
Windows:OSX (Univeral Binary): -fixes
- 0002925: [Composite] lightbuffers 4 pass makes a black .exr (eric2575)
- 0003381: [Plugins] SelectAndDataPropertySample (Noel)
- 0003338: [Interface] Editing Fields in Manipulator Properties panel often leads to crashing (Stuart Rogers)
- 0003370: [Materials] Crash when entering values in the advanced manipulator (barney)
- 0003371: [Timeline/Channel] Zero undo levels causes A:M to crash to desktop (MMZ_TimeLord)
- 0003383: [_ Not Selected _] v12 pws filters with types, don't load and cause window placements to be skipped on load. (Noel)
- 0002903: [SDK] Some issues with HFilenameProperty (sgross)
- 0003356: [Net Render] Exr light buffers not working (Jack West)
- 0002892: [Realtime] Model shortcuts in bound draw mode would cause an exception when a choreography loaded in muscle modeling or distort mode. (Steve)
- 0003275: [Realtime] Grooming in a choreography would crash if you didn't have a model shortcut selected. (ddustin)
- 0002277: [Composite] net render no light buffers for composit (Jack West)
- 0000792: [Net Render] The scene that applies PostEffects(PostPlugin) is not correct in NetRender. (fb_o)
- 0003368: [Composite] When a post effect is the focus of the composite view its changes are updated correctly now. (Noel)
- 0003367: [Rendering] Scaling a sun light in Chor increases light intensity dramatically (yves)
- 0003291: [Hair] Exception #035 Load hair model (jenpy)
- 0003290: [Hair] The hair collision does not work (jenpy)
- 0003345: [_Other] Constant Drivers </TYPEINFO> loaded incorrectly (jenpy)
- 0003343: [Net Render] re ordering jobs in render server (dylanperry)
- 0003203: [_Other] Some expressions caused close, revert or open project to fail (ddustin)
The hair shaders mentioned in this
thread are included in in this release.
Examples prj's to play with:
hair.prj and
hair_oirg.prj (r-click and select save-as)
ericsh6
Jul 12 2006, 05:51 PM
Looks like model building has changed in V13c? It's impossible to build models over 6000 patches now because patch surfaces are calculated each time a CP is added - even in wireframe mode. To illustrate what I am saying, IN WIREFRAME MODE - open a model, make a spline with 50 CPs, Extrude the spline. Pretty soon each extrude will take really long time. I hope this isn't a new feature.
Gorf
Jul 13 2006, 01:37 AM
Under what conditions would we install v13stuff?
3DArtZ
Jul 13 2006, 07:53 AM
I'm still doing all of my "Work" work in v12xxx
Has anyone commited to v13 yet or is it still to early to fully move over to the latest v13?
Mike Fitz
www.3dartz.com
ddustin
Jul 13 2006, 08:05 AM
QUOTE(3DArtZ @ Jul 13 2006, 08:53 AM)

I'm still doing all of my "Work" work in v12xxx
Has anyone commited to v13 yet or is it still to early to fully move over to the latest v13?
Mike Fitz
www.3dartz.com
Mike,
We are using V13.0b.
There are still issues with hair using NR and turning things off and on in the timeline (fixed I think in 13.0c)
Maybe list the features you need the most (or PM me) and we can see if there are any issues with them.
David
heyvern
Jul 13 2006, 09:40 AM
Hey,
How do I do a report on this version of 13? I can't figure out which one it is in that darn list.
Is it beta 2, 4? Alpha Centuri 9?
Or should I post the issue here? This is something that has been sort of happening on a few versions of 13. Obscure but... "crash-a-mundo".
When I do a render lock thingy with a hair property that is keyed over length selected in the PWS (like transparency)...
The numbers in the box go CRAZY changing and flickering... then it... goes away.
Like I said... obscure... very easy to avoid... uh... obviously I keep forgetting to avoid it though.
-vern
-vern
Noel
Jul 13 2006, 10:09 AM
QUOTE(heyvern @ Jul 13 2006, 10:40 AM)

Hey,
How do I do a report on this version of 13? I can't figure out which one it is in that darn list.
Is it beta 2, 4? Alpha Centuri 9?
Or should I post the issue here? This is something that has been sort of happening on a few versions of 13. Obscure but... "crash-a-mundo".
When I do a render lock thingy with a hair property that is keyed over length selected in the PWS (like transparency)...
The numbers in the box go CRAZY changing and flickering... then it... goes away.
Like I said... obscure... very easy to avoid... uh... obviously I keep forgetting to avoid it though.
-vern
-vern
Hey Vern
http://www.hash.com/reportsSet the project in the upper right to v13.
Then use the report issue link at the top.
Thanks
3DArtZ
Jul 13 2006, 10:11 AM
QUOTE(ddustin @ Jul 13 2006, 08:05 AM)

QUOTE(3DArtZ @ Jul 13 2006, 08:53 AM)

I'm still doing all of my "Work" work in v12xxx
Has anyone commited to v13 yet or is it still to early to fully move over to the latest v13?
Mike Fitz
www.3dartz.com
Mike,
We are using V13.0b.
There are still issues with hair using NR and turning things off and on in the timeline (fixed I think in 13.0c)
Maybe list the features you need the most (or PM me) and we can see if there are any issues with them.
David
Hey David,
there is not one specific feature that I'm thinking about, but more along the lines of overall performance.
The work mainly consists of core features, like reapeating walkcycles or other actions on similar characters with identical rigs. Or using the decals to show transparencies, stuff like that.
I would hate to get through a major project only to find that there is something that still needs polishing - in comparison to how reliable v12 has been for me. Usually it is not that big a concern, but there are issues with going from v13 back to v12, right?(that is incase of a unknown bug popping up while in v13)
Mike Fitz
www.3dartz.com
Far Star Productions
Jul 13 2006, 10:11 AM
Mike,
We have not moved our production over to v13 yet we are staying in v12 at this time. Sorry to say. Currently with v13 there are a few issues that are needing to be worked out in regards to models maps and materials (Dark tree only) being altered when brought over to v13. We can not wait to see these issues resolved so we can take advantage of the pixel displacement map ability.
WillP
Jul 13 2006, 10:29 AM
QUOTE(Gorf @ Jul 13 2006, 02:37 AM)

Under what conditions would we install v13stuff?
The first time Master is installed into a fresh directory. These dll's aren't included in the regular install since they are only needed to be updated once.
The installer will copy from a previous year's version (v12 in this case) if found.
If not found and there is access to the web the installer should d/l and launch the v13-stuff installer.
If that process fails you can d/l manually from the following link:
v13stuff
heyvern
Jul 13 2006, 11:00 AM
Help... me...
I realized that I still had like... 50 versions of AM... all the way back to 8.5 on my PC.
I deinstalled everything. Ran the v13 full install thingy... installed the new 13.0c...
Now I get a "Missing image IO" error... like... something is missing that allows AM to view images... projects open but the decals won't show.
Any advice?
Never mind!
D'oh... had to reset the location of the darn plugins... <sigh>
-vern
WillP
Jul 13 2006, 03:42 PM
QUOTE(ericsh6 @ Jul 12 2006, 06:51 PM)

Looks like model building has changed in V13c? It's impossible to build models over 6000 patches now because patch surfaces are calculated each time a CP is added - even in wireframe mode. To illustrate what I am saying, IN WIREFRAME MODE - open a model, make a spline with 50 CPs, Extrude the spline. Pretty soon each extrude will take really long time. I hope this isn't a new feature.
Nope, just a bug that slipped in while adding other fixes. Will be back to normal in v13d
Emilio Le Roux
Jul 14 2006, 09:59 AM
An innocent question...
Can I now install the v13 update over a previous instalation? Or I must uninstall previous update before?
I remember that when installing an A:M update over current installation, it created TWO A:M installations in windows. But that may have changed...
KenH
Jul 14 2006, 10:23 AM
I never uninstall AM and haven't had any problems. I've got v12 and v13 beside each other. The next V13 will over write the v13 I have now.
WillP
Jul 14 2006, 10:48 AM
QUOTE(Emilio Le Roux @ Jul 14 2006, 10:59 AM)

An innocent question...
Can I now install the v13 update over a previous instalation? Or I must uninstall previous update before?
I remember that when installing an A:M update over current installation, it created TWO A:M installations in windows. But that may have changed...
The installers are designed to just install over the top. No need to uninstall. If you do you lose any 3rdparty plugins, a few things that are only installed from the CD like the dictionary.dic and reference help file, and the support dll's that are installed form the CD or from the stuff.exe installer.
Major revisions 11, 12, 13 etc install into separate folders so you can have a copy of both installed at once with no problems.
Like Ken said, each minor update will just install over the top with no problem.
If for some reason you wipe your drive and do need to do a full install, the best way is to install from the CD first, then install the latest update from the web.
Emilio Le Roux
Jul 15 2006, 07:13 AM
Thanks, Will.
Now, I think there's something wrong with my installation: I am not getting any PREVIEW in the Open File dialog, but this bug was put as 'fixed in 13.0b' in hash/reports. Also, the MakeNormalMap plugin from Aaver stopped working in this release. (Unable to load hxt...) (edit: this was only temporary now it works)
You suggest that I install from the CD, but the 2006 CD will install A:M version 12, is that right? Then, I wonder if there's one 'first release' or something that grants I am getting everything installed.
btw I am using netrender2006.
I have installed all versions I have (netrender v13, v13a, b and c) and also AM2006 13c [CD version] but no previews. Also, I noticed that the v13 folder doesn't have a 'preview' folder with a 'model.dll' inside, as v12 has.
Eric2575
Jul 16 2006, 12:24 PM
I am also not getting any previews in the open dialog box, and I am using v.13b.
KenH
Jul 16 2006, 12:31 PM
Nor here. I suggest someone reports it if they want it bad enough.
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