[Bf-committers] Re: Vector blur not working?
Mats Holmberg
mats.holmberg at elisanet.fi
Sun Feb 26 10:27:40 CET 2006
GSR wrote:
>Interesting, max speed is set to 0, which seems to be prefered
value for me now, as it >seems to disable the limit at all (before I
set it to max allowed value... still wondering >why would one want
to chop motion). Min speed seems to also be disabled that way >(and
also wondering if worth to set to something else... if it moves, it
moves, right?).
>
>But your issue is "Warning: object dog has different amount of
vertices on other frame". >You should had looked at the console. ;]
Looking for that message in source, you can >see such condition
disables vector calculation.
Yes, you're right, I probably should have looked at console. Anyway, the
vertex and facecounts remain constant throughout the animation IMO. I
can't see how the vertexcout would change (?).
Fabrizio wrote:
>That's not the issue. In Mats's file the number of vertices are
NOT changing
>between frames as far as can be seen. Nor should they as armatures and
>subsurfs do not modify quantities of vertices per frame. (Build,
boolean,
>decimation modifiers do but are not used in his file)
>
>Making the mesh data native to the cvs build as I explained in my
previous
>email overcomes this. So the problem (in my layman's opinion) is
that some
>of the features (AO, vblur, zbuf) have an issue with which blender
version
>originally created the 'objects' in question.
>
>Maybe not an actual bug but an issue because the version of cvs
blender is
>still 2.41 so some backwards compatibility code is not being
triggered?
I created the file with 2.40 or 2.41. I'll take your advice and try to
import the mesh data instead of the objects. The problem is that it's
too much work =) So I'll have to live without motion blur (or use the
old method - depending on my schedule).
Thanks for you advice.
Mats
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