CompuServe Thread

#LenzFX problems

11 messages in this thread
#185063From: Erick PangilinanAug 14, 1995 9:44 PM
I'm using digimation's lenzfx v. 1.3 It's really great but I'm having this problem when my camera moves..the flares stays stationary even when the entire enviroment and perspective's change! For example, I have a flare on top of this post…I have a camera moving from close view to far. As the animation goes…the flare moves OFF the post (actually…it stays where it is in reference to frame 1… and the scene moves ) and the omni light I assigned it to is still on top of the post through out the animation….never moved.Do you think the problem is in my version? …I think at siggraph the current version is 1.3.1 I was just about to do a major render tonite…good thing I spotted this error… Need help really bad. Thanks
#185281From: Roy BakerAug 15, 1995 9:13 PM
Erick, do you have any particle systems in your animation? LenZFX will not work with any AXP that generates secondary motion data like Flame and Vapor.. Roy.
#185347From: Greg WoznicaAug 16, 1995 3:32 AM
Thanks Roy that xplains a problem I've been having, whoops better turn of vapor then!! Greg 🙂
#185490From: Roy BakerAug 16, 1995 4:36 PM
Glad I could help, I had the same problem when I first got LenzFX. Roy.
#185952From: Eric C. PetersonAug 19, 1995 12:51 AM
Wait a minute. LenzFX is an IXP! How could it NOT work in conjunction with particle AXPs that use secondary motion data? I mean, a bitmap's a bitmap, right? Sorry for the bother; this caught my eye because I'm scanning for solutions to my own problems with LenzFX, and since we're creating particle AXPs I thought we ought to explore it a little… Eric Peterson Sisyphus Software
#185982From: Roy BakerAug 19, 1995 9:52 AM
>>Wait a minute. LenzFX is an IXP! How could it NOT work in conjunction with particle AXPs that use secondary motion data? I mean, a bitmap's a bitmap, right?<< Eric, The problem has to do with a particle systems secondary motion data. When a AXP creates secondary motion data in the keyframer and passes that data to VPOST it has a tendancy to cause lights to loose or forget their XY positional coordinate data changes. Thats why the lensflare will sit in their original xy pixel location during an animation when you use Flame or Vapor. Your lights will illuminate the scene as normal, but their positional changes will not be tracked. It's not a bug it's just a side affect of Particle systems. Maybe we can get someone else to jump in here and give a technical explanation of this side affect…Jonas ? I would hope that MAX will take care of the problem. As it appears in the Press release that all Plug-ins become an integral part of the scene. Roy Baker…
#186041From: Eric C. PetersonAug 19, 1995 5:56 PM
Greetings, Hmmmm…. You're right. We need a better technical answer. It doesn't appear that the AXP 'sends secondary motion data' to video post. Basically, the AXP simply takes the secondary motion data into account in the equations of motion for the particles. It sounds as if putting particles into the scene through an AXP using absolute coordinates may cause the 3DS.LOC file (the ASCII summary Video Post outputs describing object position) to get corrupted or to contain erroneous information. THAT would account for the LenzFX bug, since I think it probably uses 3DS.LOC to find the lights… Oh, Jonas…..? -Eric Peterson
#186055From: Jonas Ruikis [ADESK]Aug 19, 1995 8:35 PM
Hi Eric, << THAT would account for the LenzFX bug, since I think it probably uses 3DS.LOC to find the lights…>> Have you verified this with any other non LenzFX IXP's? jonas[adesk]
#186152From: Eric C. PetersonAug 20, 1995 4:22 PM
Greetings! Good to have gotten to meet you guy! How's it going post-Siggraph? Actually, I haven't been able to verify this yet since I'm experiencing my own problems with LenzFX (I added more RAM and it stopped working), but Roy Baker and the other person have been discussing it like it's old hat. From what I can gather, the use of an AXP that puts procedural faces to the renderer in world coordinates causes IXPs that track light positions to fail. I don't have anything else that would let me test this, but it seems like the 3DS.LOC file getting hosed would be the only thing to explain it. Roy said that using Flame or Vapor, in his experience, had caused LenzFX to glitch – and that was exactly the bug reported by the other person originally. I only jumped in because Particle Pack #2 will work in world coordinates, and I was wondering how the heck a particle AXP with secondary motion would mess up a queued IXP… Thanks -Eric
#186186From: Jonas Ruikis [ADESK]Aug 20, 1995 10:13 PM
Hi Eric, << I was wondering how the heck a particle AXP with secondary motion would mess up a queued IXP…>> Flame and Vapor use the Appdata chunk extensively. I'm not sure if Lenzfx is parsing/using the Appdata chunk itself. Several developers have had to become intimate with this data structure extension. Since I've never seen the code, I'm not sure if this has anything to do with it at all. jonas[adesk]
#186208From: Eric C. PetersonAug 21, 1995 1:39 AM
Greetings Once Again! Thanks for your responses; I know you're busy. I agree; multiple users of the appdata chunks of some objects could be the culprit, but I don't think LenzFX/Flare has any reason to read the appdata chunks of anything in particular since it has it's own settings saved with the project file and its specific settings saved to its own configuration directory. Once I get things squared away I'm going to experiment with this and report back. OK? -Eric