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.

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.