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glitter bug // User SearchBrowser Tracking....May 27, 2002, 5:35am
What about those of us who have multiple computers, or systems with multiple
CPUs which can be singularly disabled or partitions with more than one OS .... it won't take me (or others equally equipped) long to figure out what number they're using as the unique ID by a simple process of elimination. Once it becomes public knowledge it'll be just as simple to change as the IP. My guess by the "although not all" is it'll be the P4 ident or as OS ident Glitter [View Quote] Browser Tracking....May 29, 2002, 5:20am
last time I looked the MAC address was only readable by machines within the
subnet ... though I could be wrong > I highly believe it is likely that this "computer ID" that they use is what > is known to network administrators as a "MAC address". Browser Tracking....May 29, 2002, 5:20am
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I have 4 machines in this one location, each with a unique ip in on subnet
of 32 and I have three citnumbers ... what's hard? Not that I like causing trouble or anything .... I'm just trying to point out that its not really what I call secure. Browser Tracking....May 31, 2002, 4:22am
What's stopping someone change that? Todays conversation with a collegue
pointed me to a nice little application that can change the mac address (like was done on the early DSL modems). Nothing is stopping you getting the mac address of someone you don't like on AW, getting a tourist account or whatever and going and getting them banned. I kinda worry about shortsighted big brother tactis when there's teenagers out there with nothing better to do with their time than cause trouble. [View Quote] CobToRwx problems.May 29, 2002, 5:20am
Accutrans is a neat little package for converting from cob to rwx ... it
also enables you to change the scale, do double sided etc as part of the translation ... you can also make seqs in it. For free I consider that pretty good value :) [View Quote] CobToRwx problems.May 29, 2002, 2:49pm
You're quite correct. I actually purchased it 2 years ago before it had half
the features is has today. Back then you had to pay for it before you got to use it. While its an excellent little package I dont think it was worth what I paid for it back then. How do you work out whats a reasonable price? Considering all the _really_ free stuff out there I doubt I'd pay for it again if I had to buy each new release. Just my opinion. Admittedly wayne is a very nice guy though. Glitter [View Quote] Sequences in 3.3Jun 1, 2002, 4:52am
Why do all the sequences now look screwy? And what needs to be done to fix
them? Seems most of the ppl I've spoken to have had lots of problems with no longer being able to get into AW with 3.3 and have gone back to 3.2 ... is this as common as it seems or do I just have a misrepresentative sample? Glitter Sequences in 3.3Jun 1, 2002, 2:56pm
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hmmmm I'm on a dual p4 1gig with all the newest bits ... seems like the help
around here is no better than an ISP help desk ... if they're ok then the fault must be everyone elses. I know there was some talk about 3.3 and seqs a short while back ... I was hoping that someone might be helpful enough to point me in the right direction such that I could help others. Seems when Roland left the rest of the community spirit left with him. So much for all your hollow words about community. yeah I'm disappointed :( Glitter Sequences in 3.3Jun 1, 2002, 3:11pm
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Sure ...
1. they seem more robotic in nature than before. 2. they don't seem to have any vertical component .. eg; in 3.2 the sit sequence made the av sit on the ground. The very same sequence and av in 3.3 now just lifts his legs in the air 3. the endwait and endwalk seqs just don't occur for some avs 4. the speed of the seqs seems to be different (unrelated to framerate over background) ... eg seems to be around 20-25 fps instead of 30 ... I've tested this with a key frame on every frame in both browser versions over the same background. the viewable framerate is slightly better in 3.3 but the seq framerate seems shorter. that's just for starters. I make abour 4 seqs a day so I know I'm not messing up vertical scale. Glitter Sequences in 3.3Jun 1, 2002, 3:40pm
Well without knowing how it's different exactly how do they expect anyone to
fix the sequences or write new ones??? No matter which scale I use on the vertical I get no vertical translation at the hip. So do I gather the hip always stays at precisely the same level from now on or is there a way to fix this? If "that's just the way it is" you can wave good bye to 3D animation ... at least waving is something you can still do! Exactly how is this new animation engine better??? It's at least 20% less efficient on frame rate and can't do anywhere near the range of movement the old one can? Why would AW take such a huge step backwards? Oh I forgot ... this is the same company that banned tourists and charged a fortune ... 3.3 is another nail in the coffin if you ask my opinion. All I can say is no wonder Roland bailed before the release!! Are there any URLs with info on this "feature" ... I can't find it in the release notes. Glitter [View Quote] Sequences in 3.3Jun 1, 2002, 4:00pm
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thx Normy ... about the most practical response I've got yet. I'm just
really pissed off because of all the ppl that have come through the world today saying all the sequences are no good and whining ... when I tell them 3.3 has messed things up they seem to think they don't have the problem in other worlds but so far all the world owners I've spoken to today are getting the same complaints. I would have thought the intelligent thing to do would be to tell people how the changes would effect sequences and how to fix them BEFORE the release .... not just leave us with non-functionmal sequences we've spent hours making and leave us guessing as to how to upgrade them. I mean lets face it .... we PAY for a world and citizenship .. I kind think that obligates them to provide us with the information on how to make stuff work when they change the tools. Glitter Sequences in 3.3Jun 1, 2002, 4:04pm
Well DUH Zeo!!!! I read that ages ago
[View Quote] But just saying its different doesn't tell us how it is or how to upgrade things now does it. Guess it's time to cancel the credit card deductions ... AWC is too messed up to waste more money on it. Sequences in 3.3Jun 1, 2002, 4:07pm
It's different alright ... it's a HUGE step backwards. No more jumping,
dancing or anything that involves vertical movement ... no more fun :( ... just robotic motion ... guess they're training us all to be mindless unhappy sheep ... pretty soon you'll only be allowed to wear grey and type your credit card number. Sequences in 3.3Jun 2, 2002, 12:12pm
> Jump and women's Happy gestures in AlphaWorld still go up (qjump.seq,
shappy.seq). > But yes I've seen one custom sequence not to fly up anymore. > Maybe it's simply a bug, or can be circumvented in the code? I've made several sequences that do nothing but go up and down and varied scales etc just to isolate all possibilities. I've done the complete set in both TS and Acutrans and neither budge an inch. If anything was worked around in code its probably the ones you speak of. Seeing as I doubt AWC will provide work arounds for everyones individual seqs I suggest they lift their game and let us know in what way the new system is different or what software we need to get to build seqs that will actually work. Something they should have done long BEFORE releasing the new version. Btw of course they look smoother at decreased frame rate with no vertical component ... some call that robotic. Whether you like it better or not is irrelevant. It's all about whether the seq artist can make what they need to make or not. If you want a robotic walk for example, it can be made without bounce. But personally I'd like to have my choice back. still extremely disappointed and thinking 3.3 was a HUGE step backwards Glitter. Sequences in 3.3Jun 2, 2002, 2:06pm
It is certainly not system dependant ... its something to do with how the
sequences were made ... that much is VERY clear. I'm still trying to identify which sequences were made in which software that still work. So far seqs made in lifeforms, accutrans, and TS4 no longer have vertical translation. Some of the much older AW seqs still seem to work but no one seems to be able to tell me what they were made in. Opinion about how good something looks is mere opinion. It doesn't necessarily indicate something is working as it was designed to work. Glitter [View Quote] Sequences in 3.3Jun 2, 2002, 2:12pm
An amusing thing I found today was someone who swore blind that after
updating to 3.3 everything looked exactly the same. I spent a great deal of time trying to understand how he was getting everything as it was before the upgrade. He kept saying it was my system (and everyone elses that was wrong ..... 9 in 10). After about 20 minutes he discovered the upgrade had not worked and he was still in 3.2. This is beyond my comprehension but nonetheless occured .... it at least gave me a smile for the day. Glitter [View Quote] Sequences in 3.3Jun 2, 2002, 2:25pm
Of the six world owners I've spoken to in the last hour, ALL of them have
said that ALL of their visitors have trouble with the majority of seqs (except the really older AW ones) ... now this a pretty broad cross section if you ask me ... and certainly enough to support my observations... especially considering the complaints are all of the vertical component. I would like to hear from anyone that has made a seq themselves that demonstrates vertical motion of the hip. I'd like to know what world I can view it in and what version and title of software they used. So far no one has been able to prove this to me ... opinions don't help solve the problem. Of course if you don't want a solution to this problem that 9 out of 10 people seem to have then just keep out the way while the rest of us try to figure it out ... I'll be sure not to share the solution with you and waste your time. Glitter [View Quote] Sequences in 3.3Jun 2, 2002, 4:37pm
Hiya Casay,
Great idea but I tried that first off. The old 2.2 browser wouldn't work without that pinned. I wondered if the step back (to a new engine) had caused them to go back in that respect to. I have however just worked out what is wrong and YES there is a problem with how AW interprets the seqs now!!!! I'm somewhat reticent to off this information due to the attitude of the community, but I found the solution when I compared the 2.2 era of qjump (yes I still have it all burned on CD) to the more recent one offered for d/l in AWGate ... they are different. How so? Two ways: 1. the vertical scale is 100 times out ... import as 0.1, export as 10x to fix ... looks like someone in AWC messed up their math ... of course they changed their seqs or wrote around it but didn't tell anyone!! 2. you now need to specify rotation, facing angle, altitude and location as keyframes wherever a keyframe exists for one of the others. Eg; you can no longer assume default is zero but you actually have to specify a key frame value (albeit zero) for it to work. In3.2 you idnt have to specify defaults if they were not used ... now you have to specify every piece of information for each key frame ... making the sequences 4 times the size!!! ... fantastic upgrade huh? Oh well ... there's the BUG (not feature) fix for those who are interested. if anyone wants me to explain that further then they can telegram "Glitter Kitty" and I'll walk them through accutrans ... considering the complexity of some of the older seqs however I'd say most of them will take a looooong time to fix. Casay ... maybe we could ask Wayne to put in something such that if a key frame is specified for one dimension that keyframes are automatically set for all the others (or turn them on as default or whatever). Glitter [View Quote] Sequences in 3.3Jun 2, 2002, 4:39pm
> Opinion about how bad something looks in mere opinion. It doesn't
> necessaruly indicate something isn't working as it was designed to work. > when something doesnt look as it was intended then that's bad ... at least from an artists point of view Sequences in 3.3Jun 3, 2002, 4:55am
this problem can be completely removed by having a key frame at 179 and
at -180 ... then there is no redraw between them and no sudden flip ... eg no intermediate frames. [View Quote] Sequences in 3.3Jun 3, 2002, 5:25am
> In LifeForms there's a 'Pin to floor' option. The shappy.seq is pinned to
> the floor. In the Lifeforms stage window it shows the Pelvis (center of > avatar) as being on the same level as the stage. If 'pin to floor' is off > then the avatar feet are on the stage. I'm trying to remember exactly the > problem I was having when first testing Accutrans for Wayne. If I recall the > pin to floor option had to be on for my seqs to work correctly. I was having > the same type of problem where the pelvis would stay in the same spot if > 'pin to floor' was off. In accutrans, pin to floor just brings the av (lowest contact point, feet for example) to the stage and sets the altitude. In lifeforms the pin to floor brings the hip to the stage. The pin does not get saved in the seq at all for either .. its just a method of altering vertical position. I understand you can change how pin to floor works in lifeforms to make it total av pin or hip pin. Glitter Sequences in 3.3Jun 3, 2002, 6:21am
> Hmmm... from my experience with Lifeforms the pin to floor option does
make > a difference and must save some setting within the seq file. Pre 3.3 if an > seq that I created in Lifeforms didn't have pin to floor on then at times > when the seq played in AW the avatar would go below the ground level even > though it didn't when I played it in Lifeforms. Thats usually a scale factor between COB and RWX > > You're correct, in Lifeforms it brings the 'hip' to the stage. Actually > though I think it's halfway point of the bounding box of the avatar in the > seq. When you look at an .seq file in Lifeforms all it shows is a box. Pin > to floor always puts middle of the box on the stage. It's kind of like the > bounding box determines eye level, 3/4 the height of the box no matter where > you put the eye in LifeForms or Accutrans. > > I haven't played with 3.3 at all yet. I sure wish Roland had asked me to > beta test as this is what I would have worked on and had figured out already > . Looks like you really hit on something with the scale though. I only wish > that AW would provide some specifics about how the new engine works, what > program(s) can generate the seqs (aninations) and such. I'd be very > interested to know if seq's created in TrueSpace still work like they used > to. I never used TS to make them so I wouldn't be one to test that aspect of > this. Hamfon might be the person to ask? I wish exactly the same too ... both that they asked you to beta test AND some specifics! I tried in TS but the problem there is I dont make my seqs at 1:100 scale to it makes getting scale tricky to get right. Maybe Hamfon could take a look at seqs too? > If you want to send me any seqs you'd like me to test in Lifeforms to cross > reference your results and / or save from Lifeforms directly, I'd be happy > to. I use the studio version. Excellent thanks ... I now have lifeforms as well :) ... its pretty obvious its not the software and _IS_ bugs in the new engine ... I'm still at a loss as to why they actually needed to change engines ... I don't see why they did it in the first place. Was it a lisencing issue? Something else? Why exactly? Glitter Sequences in 3.3Jun 3, 2002, 7:53am
Another observation. If the seq has an accompanying end seq and that end seq
doesnt work then the original which otherwise would ... now does not. Eg; if you fix a walk sequence to work in 3.3 and you test it before fixing the endwalk then you wont see the fix. I found I had to delete the endwalk from avatars.dat before I could bug find the walk seq. All of these little fixes do not fix everything. I still have some sequences which don't have vertical movement but all things are set correctly. Another interesting thing was I fixed a jump sequence and it worked as normal. When I lengthened it by 5 blank frames without changing anything else. It no longer worked. Take out the extra five frames and it worked again. Absolutely no explantation for that one!! Glitter Sequences in 3.3Jun 3, 2002, 5:23pm
> I'd sure hate to ask Wayne to put something extra into Accutrans to 'fix'
> what AW broke. Yes, it's obviously a bug. Wayne has done so much for this > community yet no one wants to pay the nominal $20 fee to register the > program. Maybe he'll make something for the people that have paid for it. > Who knows. I've always and will continue to try to talk him into making the > program expire after 30 days and have people then pay for it. He has done so > much to support us yet no one wants to support him. :-( > > My .02 is all.. > Casay I still remember when you walked me through the beta version of it so long ago. I think I paid $69 for it back then. You are right he does do a lot ... I'd lost sight of that for a while. A short term trial makes sense ... or a limited version. Glitter Server SpaceJun 1, 2002, 2:58pm
yesterday I would have been happy to host a couple of worlds for free ...
but today .... let me know when the community gets a more helpful attitude. Glitter [View Quote] Server SpaceJun 2, 2002, 3:02am
I have now had my morning coffee and breakfast and I still feel p****ed off
with AW. Can I be honest yet or do I still have to be politically correct like the rest of the sheep? Glitter > [View Quote] Server SpaceJun 2, 2002, 2:15pm
I've been making free seqs for people over the last few weeks and my first
negative response was from someone for whom I'd made 3 seqs .... you tell me who was helpful! I know the engine changed, I knew that weeks ago .... but that doesnt help anyone fix the problem. If YOU'D bother to read you'd know that already. Did the support email already ... no one has replied yet. I thought I'd try the community only to discover it wasnt much of a community. You don't like my opinion ... don't read it. I don't care for yours and won't bother reading it in future. Gotta love choice. Glitter [View Quote] Re: Pumpkin head avatarJun 3, 2002, 5:19am
Ananas,
I havent looked at Jack yet but I have found that having location or facing angle set in a sequence but NOT having rotation set will cause the browser to crash. I accidently unclicked rotation key frame in Acutrans without noticing and the browser crashed constantly when activating the seq. I fixed that one click and it was fine. I then deliberately removed this one thing from other seqs and it caused the browser to crash also. This only occurs for rotation not the other attributes which clearly indicates its a bug ... because sometimes you want to move in one direction while making no change in rotation. The concept of specifying the default for that rotation is fine .... but why should it crash rather than simply fail to work (like when you don't specify the other defaults). For the record on sequences 1. normal scale in AW is 1:100 2. horizontal scale in seqs is 1:100 3. vertical scale in seqs is 1:1 (go figure) 4. all defaults for rotation, altitude, location and facing angle must now be specified wherever a key frame for one of them exists. avoid leaving rotation unspecified at any time for any frame where a key is set for other attributes 5. previous seqs were designed at 30 frames per second. The new engine will NOT render all frames even when you have ample video capability so you need to specify every frame as a key to avoid twitchy motion on complex sequences (= very big seqs) 6. Rotations greater than 45 degrees between key frames will not show in the sequence at all ... suggesting the real frame rate is 25fps or less. Of course you shouldn't go that far without a key frame, but it does clearly demostrate the poorer real performance of the engine. Of course this can appear as smoother and more robotic ... but that's because intermediate frames are missing. Do we write around these bugs and assume they won't fix anything cos they like the engine just as it is. We could end up having to rewrite them again later if AW do fix the problem?? As yet there is stilll no response or leadership from AW on this so I suggest people don't modify their sequences just yet. Glitter PS for the idiots out there: Of course those who still think I have no idea what I'm talking about can choose to ignore this information. I wouldn't want to be considered sharing anything and damage my selfish reputation now would I? [View Quote] Problems with Avatar SeqsJun 4, 2002, 5:28am
reposted for Barbara :) ... sorry for the repeat for others:
These changes have occured going to the new animation engine (3.3 browser): 1. normal scale in AW is 1:100 2. horizontal scale in seqs is 1:100 3. vertical scale in seqs is 1:1 (go figure) 4. all defaults for rotation, altitude, location and facing angle must now be specified wherever a key frame for one of them exists. avoid leaving rotation unspecified at any time for any frame where a key is set for other attributes 5. previous seqs were designed at 30 frames per second. The new engine will NOT render all frames even when you have ample video capability so you need to specify every frame as a key to avoid twitchy motion on complex sequences (= very big seqs) 6. Rotations greater than 45 degrees between key frames will not show in the sequence at all ... suggesting the real frame rate is 25fps or less. Of course you shouldn't go that far without a key frame, but it does clearly demostrate the poorer real performance of the engine. Of course this can appear as smoother and more robotic ... but that's because intermediate frames are missing. 7. not having a default specified for rotation where a key frame exists with values for other attributes specified will cause the 3.3 browser to crash on activation of the sequence every time. Most of these bugs can be written around in Acutrans/Lifeforms but it takes a long time and makes the seqs on average 4-5 times larger. I do not recommend fixing seqs until we hear from AW with respect to whether they intend fixing stuff or making us write around the problems or you may end up redoing them yet again! Glitter |