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3d plugin bug?1 got a problem with a composition with i made before i have update the k3d plugin. before the update it runs fine. now i only get a clear screen with white grey cubes. not even a black screen. i got the following error message 0x9366b591: -[QCContext renderPatch:time:arguments:] 0x9366b366: -[QCGraphicsContext renderPatch:time:arguments:] 0x9366a26b: -[QCOpenGLContext renderPatch:time:arguments:] 0x9366a10a: -[QCPatch(Runtime) render:arguments:] 0x0000e352 0x936f123f: -[QCView render:arguments:] 0x936f1816: -[QCView _renderGLContext] 0x9617ebf8: -[NSView _drawRect:clip:] 0x9617d6ef: -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] 0x9617da86: -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] 0x9617da86: -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] 0x9617da86: -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] 0x9617c045: -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] 0x9617b987: -[NSThemeFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] 0x961784ab: -[NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:] 0x960b8e7b: -[NSView displayIfNeeded] 0x960b8a29: -[NSWindow displayIfNeeded] 0x96174603: -[NSWindow _reallyDoOrderWindow:relativeTo:findKey:forCounter:force:isModal:] 0x9617405c: -[NSWindow orderWindow:relativeTo:] 0x9613b9ea: -[NSWindow makeKeyAndOrderFront:] 0x0000d829 0x15ec17b1 0x960bc4a5: -[NSDocument showWindows] 0x9639770d: -[NSDocumentController openDocumentWithContentsOfURL:display:error:] 0x0001aea0 0x0001ae17 0x96397488: -[NSApplication _doOpenFiles:] 0x963973e1: -[NSApplication(NSAppleEventHandling) _handleAEOpenDocuments:] 0x960b90db: -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] 0x941b2a9f: -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] 0x941b27af: _NSAppleEventManagerGenericHandler 0x94aff648: aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) 0x94aff57e: dispatchEventAndSendReply(AEDesc const*, AEDesc*) 0x94aff425: aeProcessAppleEvent 0x91e30981: AEProcessAppleEvent 0x960b68e9: _DPSNextEvent 0x960b5f88: -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] 0x960aef9f: -[NSApplication run]
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What version of Kineme3D did you upgrade from/to? (This composition works find for me on 10.5.8, K3d 1.3)
ParticleTools may need an update to work with the latest kineme3D, and ParticleTools also will not work in 64bit mode on Snow Leopard (10.6)
looks like one to me - reproducible on latest kineme 3d and 10.6.2 - not all kineme 3d fails though.
Can I get a copy/paste of the exception text (not the backtrace, the stuff at the top -- a screen shot might be best, actually) -- this might be a particletools bug, not a kineme3d bug (we changed the rendering API in kineme3D, and particletools is still trying to use the old api perhaps?)
[edit: george sent me a screenshot -- it's a known particletools bug]
i updated the particle tools. but get the same bug. then i updated the k3d plugin to the newest one from the beta section and the bug was gone. i dont know with version of particle tools or k3d i was running before the update. dont know how to get the version from the plugin (but i have attached the old ones) my computer is running on osx 10.5.8
Tried to load up a boid particle composition based upon the fish example and got this exception: *** -[Kineme3DRenderer render]: unrecognized selector sent to instance 0x1800a050
Tried original boidfish example: no go. Stops viewer window rendering correctly. black and white checkerboard.
OS 10.5.6 MacBookPro 4,1 GeForce 8600M GT
Do you need more?
EDIT: I think it's this known particle tools bug! But I'm on particle tools 0.3 and the latest beta of K3D??
Regards boid fish example - Particle Tools
Have you checked that the file path in the Object Loader is correct for your setup? Sometimes these compositions carry over file paths for directories that exist only on the author's system. Definitely a particle tools problem, unlike the .fbx - support for which has been dropped, so far as I can see.
Best work around I can think of is to convert those fbx files :-)
OK so I updated to 10.5.8 and still no joy. Just tested FBX models and they are loading fine for me.
Boid particles have been one of my favorite things :(
Damn now I don't remember which versions worked together for boid particles to work!
see the post above with two downloads for plugins , might get you back to boid fish and particles. I'm still testing the 3d capabilities and of course, coming across models that don't work moving from fbk to Open Asset Support means we have access to lots of different model types but they are only partially supported so one cube . ext might work whilst another cube of same extension might not.
see http://assimp.sourceforge.net/main_features_formats.html for details on that.
No, .fbx support remains. As of Kineme3D 1.3, our internal loader loads .md2 files, Autodesk FBXSDK loads .fbx files, and Open Asset Import loads everything else.
Yes, this is a known issue because the internal Kineme3D API changed with the 1.2 release. I'll be releasing a new ParticleTools soon to account for this.
In the meantime Kineme3D 1.1 and ParticleTools 0.3 should work together nicely.
This issue only affects interaction between ParticleTools and Kineme3D (so boid particles, for example, still work, just can't be rendered with Kineme3D objects at the moment).
Thanks, look forward to the new version.
You can use the structure:render to find the x/y/z of any particle position as a kind of workaround... which can be a little slow because of iteration, but does work. It's pretty effective in some scenarios (I also posted this on another thread that this has come up on).
Cheers GT. That is a bit slow. If I move/touch/change the object loader it crashes, which is something I remember encountering in an earlier k3d version!
are there any news on the particle patch side?
I'd also like this fixed if possible please
Yeah, since I made the iterator workaround, there has also been the GL Structure Render (environment). So, if you use the Structure:Render patch to turn to output to structure, and then plug it into the GL Structure Render, objects that you place inside will end up at those locations.
It's still kind of slower than I remember it originally being though.
Are there any news on the particle tools / kineme 3d problems. could we expect a update soon?