#changes in 3ds4c2
26-Sep-95 16:33:10
Sb: #192597-#changes in 3ds4c2
Fm: [F] Grant Blaha [Adesk] 72540,1062
To: Greg Hart 74562,2225
>> I can't seem to find any memos on the flaws and inhancements made to r4c2.
<<
The c2 release added the 30 day authorization code, essentially a registration
reminder. That's the only change, no bug fixes or enhancements. We didn't make
an announcement or posting about it because there is no reason for anyone to
want it if they already have r4c1.
>> When I create multiple follow objects in a complex chain of mechanical
parts the first selection will work until I create the second and then the
first will go screwy. <<
Do these two selections contain some of the same objects in the chain? How do
your expectations of how it should work differ from what actually occurs.
>> Also when I start the IK some of the parts are at the proper 0,0,0
cooridnates and some of the orhers are 270,270,0 and oher values. Is this due
to the way the parts were made, positioned? <<
Are you taking about rotations? It looks like degrees you are listing. If
this is the case, then I have an answer for you. Objects will have different
initial orientations depending on what viewport they are created in. This
happens because 3D Studio is keeping track of "front", "back", ect. when you
create, for example, a box. When you create a box in the top viewport, then
its "front" is going to be rotated up. If you want to force everything to have
a 0,0,0 rotation, then use the Object/Modify/Reset Xform command in the editor.
If you do this, though, 3D Studio's notion of Front and Back will change for
that object.
-Grant Blaha [ADESK]