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.
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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.
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