PDX
29-09-2007 02:21:01
Hello,
I've been running into a problem similar to the one described here:
http://www.ofusiontechnologies.com/supp ... id=2&id=12
I found a link to this knowledgebase article in a fairly old post, so I thought I'd see if there's newer info on the problem.
Basically, the problem is this: I have an object I'm animating with just a simple 3-key animation: it's pivoting to one side and back again, like security camera. If I have the oFusion viewport set to Direct3D mode, the animation in the Max viewport gets messed up. It rotates to the left OK, but instead of rotating back to the right the object disappears. The disappearing happens only in the Max viewport; in the oFusion viewport it just stops animating.
The knowledgebase says that I can switch oFusion to OpenGL as a workaround. However, I'd rather not. I think it was having oFusion set to OpenGL that caused me some problems when working with shaders. That is, shaders just don't work unless the viewport is set to Direct3D.
The knowledgebase also says that I can set keys to custom as a workaround, but 1) I don't know what the implication of that is, and 2) I'd rather just have everything work in one viewport.
Thoughts?
I've been running into a problem similar to the one described here:
http://www.ofusiontechnologies.com/supp ... id=2&id=12
I found a link to this knowledgebase article in a fairly old post, so I thought I'd see if there's newer info on the problem.
Basically, the problem is this: I have an object I'm animating with just a simple 3-key animation: it's pivoting to one side and back again, like security camera. If I have the oFusion viewport set to Direct3D mode, the animation in the Max viewport gets messed up. It rotates to the left OK, but instead of rotating back to the right the object disappears. The disappearing happens only in the Max viewport; in the oFusion viewport it just stops animating.
The knowledgebase says that I can switch oFusion to OpenGL as a workaround. However, I'd rather not. I think it was having oFusion set to OpenGL that caused me some problems when working with shaders. That is, shaders just don't work unless the viewport is set to Direct3D.
The knowledgebase also says that I can set keys to custom as a workaround, but 1) I don't know what the implication of that is, and 2) I'd rather just have everything work in one viewport.
Thoughts?