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Describe the bug
Creating an animation in Blender (4.1) and exporting it as a Wavefront object can sometimes result in glitches when imported into VPX 10.8. However, creating 31 primitives and importing the OBJ files to display them all together does not produce a glitch.
To Reproduce
Steps to reproduce the behavior:
1.Insert Primitve
2. Click on "Import Mesh"
3. click browse.
4. select Primitive with 001
5. make sure "Import animation sequence"is selected
6. run animation via endles
If the bug appears when playing a specific table, give a link to a place where the exact version of the table file can be downloaded.
No, this is the test table. And we have it with a lot of animations already
Expected behavior
Importing all the OBJ files correctly without any glitch when importing them as animation
Screenshots
Creating an animation in blender (4.1)
export is as wave front object
And import it into VPX 10.8
could results (not always, but most of the times) into this
When creating 31 primitives and import the OBJ files (and shows them all together) There isn't a 'glitch'
Crash dump
NA
Versions & Settings
VPX: 10.8.0 Beta 1954 - see GL and DX version
Additional context
Added zip with all 31 wavefront obj files : Jack.zip
VPX with imported animation : jackVPX.zip
VPX with all 31 primitives : jack_allPrimit.zip
The text was updated successfully, but these errors were encountered:
VPX at the moment cannot handle changing topology in the animation (e.g. different number of vertices or triangles, or different ordering). Maybe that's the problem here?
@toxieainc, I have verified the count of all vertices (6650) and triangles (11328) for each frame, and they are consistent. Could you clarify what you mean by different ordering? Are you referring to the sequence of the frame numbers?
Describe the bug
Creating an animation in Blender (4.1) and exporting it as a Wavefront object can sometimes result in glitches when imported into VPX 10.8. However, creating 31 primitives and importing the OBJ files to display them all together does not produce a glitch.
To Reproduce
Steps to reproduce the behavior:
1.Insert Primitve
2. Click on "Import Mesh"
3. click browse.
4. select Primitive with 001
5. make sure "Import animation sequence"is selected
6. run animation via endles
If the bug appears when playing a specific table, give a link to a place where the exact version of the table file can be downloaded.
No, this is the test table. And we have it with a lot of animations already
Expected behavior
Importing all the OBJ files correctly without any glitch when importing them as animation
Screenshots
Creating an animation in blender (4.1)
export is as wave front object
And import it into VPX 10.8
could results (not always, but most of the times) into this
When creating 31 primitives and import the OBJ files (and shows them all together) There isn't a 'glitch'
Crash dump
NA
Versions & Settings
Additional context
Added zip with all 31 wavefront obj files : Jack.zip
VPX with imported animation : jackVPX.zip
VPX with all 31 primitives : jack_allPrimit.zip
The text was updated successfully, but these errors were encountered: