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[SOLVED] bug when editing node reference


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Posted

This bug only appeared in 2012-02-26 version, reproduce steps:

  1. click edit in a node reference
  2. add a ObjectMesh, whatever as a child or root node
  3. delete old root node, so there is only new created objectmesh as root object
  4. click apply, console says "Reference::apply_clicked(): root nodes: 0 free nodes:1" can't apply.

Posted

Thanks for the report, this issue is confirmed, we are investigation the problem. Will keep you updated

Posted

We are working on the problem, it will be fixed, may be even in the next SDK update.

Posted

if there is a fix available, could you please post the patch here? because in our scenes, we only use node reference as this.

Posted

sorry, but fix won't be till the next update for sure. But we'll try to put it in the next SDK (as usual, ETA is somewhere near the end of the month)

  • 4 weeks later...
Posted

still not fixed in newest version... :)

  • 2 months later...
Posted

finally this is solved in 2012-06-14 version, but it still have another problem, the root node's transform is not always right, step to show the problem:

  1. add a NodeReference in scene and don't set this node to world center, just anywhere in scene.
  2. go to edit reference mode
  3. delete the current root node and create anything new as root node.
  4. set this new root node to zero position(clicking the X button besides the position values)
  5. hit apply reference.

at this time of course I want to set the root node inside the reference have no offset, and it's position are set by the NodeReference's position, but after you edit this NodeReference again, this root node have same position with NodeReference, this is totally wrong. you need to reset it's position again, then this time, the root node finally don't have any offset.

 

This is really annoy problem, one NodeReference will need two edit to set to my needs.

Posted

Steve,

If I hit apply after resetting a new root node position to zero, there is no offset: Noderef local coordinates zero and mesh coordinate zero match.

I can't get quite clear what you want. Could you describe it in more detail?

Posted

strange, Mine always have a offset, did you tried with this? delete the old root, make it a empty, and then add a new root node?

 

This is what exactly I'm doing, after click apply after adding this new root node, it always have a offset...

Posted

Retested it again. Nope, works fine. We are releasing SDK approximately in a day, so you can check it on the newer version as well.

Posted

problem still exists, I don't know why you can't reproduce it, the real step:

  1. open demos/heaven with editor
  2. place a new NodeReference into the scene, for example select demos/heaven/nodes/barrel.node and place anywhere in scene
  3. select the new NodeReference and edit,
  4. delete any ObjectMesh in thsi NodeReference, make the reference contain nothing in it
  5. place a new ObjectMesh, select what ever .mesh file into the NodeReference
  6. in node tab of nodes editor, set the new placed object to zero postion/rot/scale by click the X button besides the transfrom
  7. hit apply to apply the change to nodeReference,
  8. at this time, this new created NodeReference should appear at the right position of step 2, but it's not, if you edit the NodeReference agian, you will see the ObjectMesh has transform again.

So this is my problem. for every nodeReference, if I use above steps, Then I need to set 2 times for a correct transform.

Posted

finally, and thanks for the new editor :)

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