1. Known Bugs

1. Pasting a Force Sub-Controller from one HyperMatter object to another can cause HyperMatter to fail.

2. The Progress bar causes objects to jump out of Sub-Object selection mode.

3. It is possible to parent HyperMatter objects to other HyperMatter objects, which is not permitted. Should you do this you will get inconsistent behaviour from one computation to another.

4. Library substances do not scale speed when scaling in the Track View.

5. User can create a part called 'Join'. This is a system-defined name for Sub-Object solids and should never be used.

6. Interactively moving keys for HyperMatter objects in the Track View when a system-defined substance preview is playing causes the preview to be repeatedly loaded into the preview window. This makes interaction extremely slow. You should close the substance preview window before moving keys interactively in this way.

7. Changing the position of a Constraint in the Constraints list can leave the wrong Constraint Control Panel displayed in the panel.

8. When cloning objects in certain situations, the progress bar comes up.

This is cancellable and should not be. You should not cancel this progress bar.

9. Binding a HyperMatter object to a Space Warp will fail.

2. Problems with Transforming Objects

There are a number of problems documented that relate to the way HyperMatter objects can be manipulated interactively. The HyperMatter interface - in the MAX Modify panel - includes a 'Refresh' button that is provided to update the objects in the scene.

This button perfoms the equivalent of returning the system to the start time of the animation, resetting all the HyperMatter objects, and then running through time to the current position.

If in doubt about the validity of a particular operation you should press this button to make sure all objects are correctly synchronised. You should need to press this about as frequently as you will need to 'Redraw All Views' in MAX.

3. Mirroring Objects

When mirroring objects you will not always see correctly mirrored HyperMatter. You should always hit 'Refresh' after mirroring objects. MAX also allows HyperMatter objects to be Instanced and Referenced when mirroring. HyperMatter objects cannot be Instanced or Referenced.