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Bug Reports / Bounding boxes not updating

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Zealous
19
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 18th Jul 2005 16:42
Bounding boxes dont update after you deform a mesh (the bounding box always remains the same says as the initial mesh before deformation). This is a huge problem with camera clipping.

Anyone know if there is anyway to force a bounding box to update? Or do we have to wait for a fix?

All you need is zeal
Zealous
19
Years of Service
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 19th Jul 2005 05:46
Anyone have any idea if there is way to force bounding boxes to update? I really need a work around cause this problems been around for sime time, thus I dont see it being fixed anytime soon.

All you need is zeal
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 20th Jul 2005 19:16 Edited at: 20th Jul 2005 19:45
You may want to try the 2 new collison commands that are in 5.8, I have no idea what they do but the first one looks promising. You might be able to use it and set your objects fram to 0?

SET OBJECT FRAME ObjectNumber, Frame, RecalculateBounds
CALCULATE AUTOMATIC COLLISION

[edit] NM they don't seem to be working here

[edit2] This works but you loose all your limb data


This works best but is slower.



spooky
21
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 20th Jul 2005 21:13
I had already tried the mesh approach but is seems to rebuild object with vertices in different order which made a mess of my objects. This was just a cube though where I had moved vertex positions using 5.8 new commands, so maybe other objects are ok.


Zealous
19
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 16th Aug 2005 04:42
can anyone confirm/deny this as a bug?

im looking at the...

SET OBJECT FRAME ObjectNumber, Frame, RecalculateBounds

command and seems like it solves the problem, but im at work and unable to test it. I think its a GOOD thing that we have to tell dbpro to recaclulate the boxes, so its not doing it all the time. however does the above command really work? is it slow fast? does setting the object frame as well as recaulculating the box cause un needed slowdown?

All you need is zeal
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 16th Aug 2005 11:02
That command only fixs animated objects bounds to the new animation and does not fix this problem

The only work arounds I have come up with are the 2 I posted above

Zealous
19
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 19th Aug 2005 00:27
"That command only fixs animated objects bounds to the new animation and does not fix this problem"

Why does it matter if its an animated object or not? Does the command crash if the object only has one frame?

Well, in anycase if there really IS NOT anyway to update the bounding boxes for non animated objects, can we please get this bug confirmed?

All you need is zeal
Zealous
19
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 3rd Sep 2005 05:55
Bumpedee bump bump. Can anyone else confirm there is no way to update bounding boxes?

All you need is zeal
ActionSaxon
21
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Joined: 3rd Nov 2002
Location: United Kingdom
Posted: 27th Sep 2005 12:37
You could always try offsetting the zero limb of the object by zero (effectively not doing anything) but force the bounds to recalculate using the Bounds flag:

OFFSET LIMB Object Number, Limb Number, X, Y, Z, Bounds Flag

Options for Bounds Flag:
0 - Calculate bounds off - ignore the extra processing (as in do nothing with the bounds)
1 - Recalculate the bounds.

eg OFFSET LIMB Object Number, 0, 0, 0, 0, 1

Might be worth a try?
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 28th Sep 2005 09:56 Edited at: 28th Sep 2005 10:04
That seems to work here

[edit] NM they seem to be updating themselves ATM

[edit2] Nope doesn't seem to work, I was using a memblock mesh to edit the object instead of the new vertex manip commands

Zealous
19
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 1st Oct 2005 01:44
Yeah offset limb doesnt do anything for me either

Can we please get this poor guy confirmed for bug week? Hes been beatn like a dead horse for like two months now :0

We need a 'update bounding box Objnum,Limbnum' command for people using the new vertex manip commands.

All you need is zeal
Mike Johnson
TGC Developer
21
Years of Service
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 1st Oct 2005 01:59
New command has been added into 5.9 - calculate object bounds ID.

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