1.
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 there to update the objects in the scene.
This
button performs 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 time.
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.
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2.
Rotating Deformed Objects When
HyperMatter objects have been deformed and / or
rotated it is not always possible to transform
them correctly at all times.
This
is most noticeable when a HyperMatter object with
a lifespan for times (t1,t3) has rotated and or
deformed considerably at some time t2 where t1
> t2 > t3; i.e. the object is in the middle
of its lifespan.
In
these cases if you attempt to rotate the object
what you see after the rotation will not always
be quite what you will see next time the
animation runs through to the same place. You can
correct this problem by pressing 'Refresh' after
rotating the object to update all the HyperMatter
objects.
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