Sean Meighan
General => The Water Cooler => Topic started by: kentd on October 25, 2017, 07:52:27 AM
-
iI Hve some halloween faces and when they aRE setup correctly especialy ON the U which is an O when they are sequenced they are lighting more nodes than is shown for the O
-
If that's all the info I got all I can say is bummer.
-
On my one face, in layout all the lights show correctly, but when I put it into the sequence they are not lighting up correctly. Why when it is rendered it doesn't stay correct? Need your help. Thank you!
-
I think gil is hinting that maybe you should post either a video of the problem or maybe package up your sequence and highlight exactly where the problem occurs or even just paste some images (although this is the least helpful as it can take a bit of back and forth to see the problem)
Without any of that we would just be guessing.
-
here is a sequence, and the one no lighting correctly is part1(the lower left image) The extra will show up on the words Ghostbusters at the first of the song
-
You need to do a Tools -> Package Sequence to get a zip file with everything we need.
-
here is the zip file
-
Ok that's all someone needs to check it out. I'll have to defer I'm busy for several days. Be nice if some users started stepping up instead of developers being the only one to look at sequences. These are usually not bugs but just setup issues any experienced user could find.
-
Your issue is that your Halloween Part 1 Left Eye's last 3 pixels count is 300,301, & 302. You have these defined in your O & U face Nodes.
-
Thats great, Gil spoke and a newbie stepped up and solved it. Good job TKW1969!
He is right though, some could be solved by others. l am also a newbie, but do see some that seem easy to solve.
I am sure they spend tons of time solving simple problems that takes away from the bigger picture of the great software they are upgrading.
Thanks Gil and Keith, and many others!
-
Cool thanks for helping. I only mentioned it because I think when users see a developer reply they tend to not look into things. Just remember a lot of times we are like you guys. We are sitting at work and not able to really help except guessing at the problem till later.
-
TKW1969 300 and above is defined because the custom grid has those nodes for the eyes, like when the eyes are open those nodes should light. I don't feel that is the problem. extra nodes get picked up on render when they should not be picked up also those three nodes do not light when tools is accessed
-
The way you have this setup is a little confusing.
You have Halloween main P1. Halloween part 1. Halloween part 2. Halloween part 3.
When I go into the face definitions like Halloween part 3 I have a face definition of Halloween P2?
If I highlight the mouth-U you have the node 299 on the right eye lighting up with that definition.
I found all sorts of these anomalies and in four of the faces.
Halloween main P1 has three face definitions but only one is set up.
I think you need to go in and delete the unneeded face definitions, go down through the mouth definition click on it and look at the preview in the Box on the right.
Here's a hint you can click and drag this box to make it larger so it's easier to see.
I would also make your face definition name match the model name a Little Closer if it was me.
-
The other thing I just found as both your bottom faces have Channel overlaps.
-
After I saw the channel overlap on the faces I ran the check sequence like I would suggest you do and I found that almost everything in your layout has an overlap. I think the only things that didn't are the 2 upper faces, garage R, and spooky eyes, and The Matrix.
It also revealed that you're missing pixel numbers in one of the faces.
These are items that you're going to have to figure out and fix because nobody else knows how you plan to wire it.
-
is the overlap with numbering within the face or between faces?
-
Run the check sequence.
I found multiple problems with your layout even before I ran check sequence.
The problem you're having with the faces is on multiple levels.
You have problems with your face definitions as well as overlapping channels between the faces.
I was able to clean it up and make it work properly in a very short time but like I said in an earlier post I have absolutely no idea how you plan on wiring anything.
When I ran check sequence I saw probably the largest list of overlapping channels of any layout that I've checked before and without knowing how you plan to wire it I wouldn't even know where to begin to straighten it out.
I would suggest that you first work on all of the overlapping channels and get those cleared out then look at the face definitions.