I have two questions:
- what is better in 7.61 than in 7.6? all i know is there is some problem with 7.61 that i have not in 7.6 (modelside)
- why 7.61 files are not compatible with 7.6? I think there is a reason but what?
thank for your info.
7.61 vs 7.6
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marcel
- Captain
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7.61 vs 7.6
Design - illustration - Animation
http://www.crea-vision.fr
http://www.crea-vision.fr
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froo
- Captain
- Posts: 2554
- Joined: 22 May 2009, 12:13
Re: 7.61 vs 7.6
RsObj and RsScn file formats are different between 7.6 and 7.61.
Numerous bug fixes were incorporated into 7.61. From Roman's Captain's Blog:
I decided to repost a list of TS7.61 features and fixes. It was prepared by Beta testers and it seems pretty accurate:
Modeling:
• Numerous bug fixes, optimizations, and workflow improvements.
• Improved constraints handling in polydraw.
• Fixed vertex constraints guidelines rendering when snapping to inference lines or grid.
• Fixed grid snapping in 2D constrained modes.
• Fixed quadrify tool, fixed also similar problem in Booleans quadrify.
• Improved Booleans reliability.
• Fixed polydraw on picked wrong face on edges outer of doublesided faces.
• Fixed polydraw edge picking code when snapping enabled.
• Fixed bevel tool triangle picking when snapping enabled.
• Fixed soft select not working when selecting empty custom profile.
• Fixed possible problems in editable shape when editing empty meshes.
Physics:
• Numerous bug fixes, optimizations, and workflow improvements.
• Fixed update of centre of gravity (cog) after d&d of phys mat onto group objects (now cog is placed into the mesh’s center by default)
• Fixed non-functional option “Include invisible objects” on phys engine panel
• Updated Physics Engine panel: added attribute for setting of physics solver iterations (see Special aspect ).
• Improved handling of joint’s limits in character physics
• Elimination of sinking of skeletons into ground or other objects at collision with them
• Implemented interactive switch on/off of skeleton’s locks when physics is running
• Added undo/redo for physics simulation in continue mode.
• Added Active attribute to cloth node (see Special aspect)
• Added Update only mesh attribute to cloth node.
• Modified workflow for speed widget – ldrag modifies speed in xy, rdrag in z direction.
• LClick on phys widget buttons activates default physics attr for currently selected object if it has no phys assigned before.
• RClick on phys widget buttons resets the matching attribute for currently selected objects (for example rclick on speed widget button resets the speed to zero for selected object).
Character Editor:
• New IK2.0 inverse kinematics engine.
• Transfer skin tool – structure, names, distances skeleton matching algorithms; uv1, uv2; proximity skin transfer algorithms.
• Fixed HW skinning stream normalization in some cases of negative skin weights.
• Improved handling of weightpaint brushes outside the mesh.
• Fixed skinning edit mode deactivation.
• Fixed duplicated connector when attaching object that was previously attached and flattened.
• Added new modes to soft selection & skin merge tool.
Flatten Axes tool:
Use to store pivot into mesh for procedural animations. MeshModifiers.FlattenAxes('')
UI:
• Fixed numerous memory leaks
• Added small view type icons for title bar of space3d window
Panel Editor:• New collision avoidance system.
• Controls snapping.
• edges of the selected control are snapped to edges of remaining controls during panel editing.
• this feature can be turned off in panel properties dialog
• Decorative control
• Fill Gaps
• Expand / Shrink control size.
• Expand enlarges object size until it touches neighboring controls.
• Shrink minimizes size of selected object so that it fits a gap under the control.
• Tab Order edit field in control property window.
• Holding Shift while sizing a control resizes all controls in the same row/column.
Link Editor:
• Panels snapping.
• Search dialog (you can open it from LE window menu - LE Search)
• Search for scene objects or graph nodes (basic filter)
• Select one or more nodes by selecting them in the list
• Locate node/panel in link editor
• Search is case insensitive, and you can use "?" char or use incomplete keywords
• “b?x” will search for any 3 letter long word starting with “b” and ending with “x”
• Navigate in the dialog using “tab”, use shortcuts alt+L alt+S, alt+o, alt+g to select dialog controls/change search mode
• Graph nodes of inactive plug-ins are rendered with red border.
• Added support for visibility of graph traffic events (you can activate it from LE window menu - LE Show Traffic)
UV Editor:
• Rewritten UVE for support of multiple/hierarchy objects, and multiple materials
• UVE preferences data object established, resolved all concurrency-related problems caused by connector invalidation
• Clear background texture no longer causes lockup
• Completely rewritten rendering routine for UV editor to support simultaneous rendering of multiple selection
• Single selected or all materials can be displayed
• "Device Lost" recovery routine for UVE fixed
• Following tools were rewritten to support multiple and hierarchical objects:
• all transform tools including widget
• all selection tools
• weld, slice, heal
• all flip tools
• Multiple objects' selection center finder
• Implemented UVE tool controller allowing multiple tools run simultaneously, not relying on tool manager capabilities
• UVE window message handlers synchronization issues fixed, any action taken is done through tool manager in master thread
• Paint tools not available when multiple materials displayed or no texture present
• Added command for converting mesh selection to UV selection synchronously
• Added data object for UV editor node selection which manages the set of selected nodes and information about currently selected material(s) displayed in UVE. Data are stored in connector of UVE node
• Added UVE viewport data object, which stores current panning, zoom and aspect ratio for UVE window
• Unified the viewport manipulation routines for UVE
• Added RnUVEPreferences node
• Added UVE mesh render cache with support for huge meshes display in UVE (bigger than maximumm vertex buffer can take)
• Added algorithm for calculating UV neighborhood
• Added selection render cache similar to mesh render cache
• UV selection is a standalone connector stored directly on edited node in similar way as mesh selection which is persistent and is kept between UVE sessions.
• UV highlight is an invisible standalone connector on edited node, which is temporary during UVE session
• Major optimization of UVE quad tree with patch neighborhood build-up.
• Fixed flip by edge tool
• Fixed missed update on UVE file watch
• Highlight corrections in UVE
• Fixed startup crash when empty UVE stored in context file
• Fixed UVE flatten selection detection
• Added focus handler to UVE tool controller
tS761 Commands:
• Added new command and script named item RsAnimPref, provides functionality to access the preferences of animation, play range
Example:
• RsAnimPref.PlayRangeStart = 20
• RsAnimPref.PlayRangeEnd = 250
• Added new WindowsManager script methods:
• WindowsManager.ActivateFrame(BSTR bstrNodeId) enhanced with the possibility to specify exact frame node which you want to activate
• WindowsManager.GetWorkWindow() - returns string ID of the working window's frame node
• WindowsManager.ActivateWorkWindow() - activate specified work window by frame node
• Added demo script object ActiveWindow.RsObj into Objects - Tutorial Objects library
• Command line Install/Unistall of a plugin for Rosetta standalone
• Examples of program arguments:
• /install="C:\trueSpace761\Vray_ts.rsx"
• /uninstall="C:\trueSpace761\Vray_ts.rsx"
Numerous bug fixes were incorporated into 7.61. From Roman's Captain's Blog:
I decided to repost a list of TS7.61 features and fixes. It was prepared by Beta testers and it seems pretty accurate:
Modeling:
• Numerous bug fixes, optimizations, and workflow improvements.
• Improved constraints handling in polydraw.
• Fixed vertex constraints guidelines rendering when snapping to inference lines or grid.
• Fixed grid snapping in 2D constrained modes.
• Fixed quadrify tool, fixed also similar problem in Booleans quadrify.
• Improved Booleans reliability.
• Fixed polydraw on picked wrong face on edges outer of doublesided faces.
• Fixed polydraw edge picking code when snapping enabled.
• Fixed bevel tool triangle picking when snapping enabled.
• Fixed soft select not working when selecting empty custom profile.
• Fixed possible problems in editable shape when editing empty meshes.
Physics:
• Numerous bug fixes, optimizations, and workflow improvements.
• Fixed update of centre of gravity (cog) after d&d of phys mat onto group objects (now cog is placed into the mesh’s center by default)
• Fixed non-functional option “Include invisible objects” on phys engine panel
• Updated Physics Engine panel: added attribute for setting of physics solver iterations (see Special aspect ).
• Improved handling of joint’s limits in character physics
• Elimination of sinking of skeletons into ground or other objects at collision with them
• Implemented interactive switch on/off of skeleton’s locks when physics is running
• Added undo/redo for physics simulation in continue mode.
• Added Active attribute to cloth node (see Special aspect)
• Added Update only mesh attribute to cloth node.
• Modified workflow for speed widget – ldrag modifies speed in xy, rdrag in z direction.
• LClick on phys widget buttons activates default physics attr for currently selected object if it has no phys assigned before.
• RClick on phys widget buttons resets the matching attribute for currently selected objects (for example rclick on speed widget button resets the speed to zero for selected object).
Character Editor:
• New IK2.0 inverse kinematics engine.
• Transfer skin tool – structure, names, distances skeleton matching algorithms; uv1, uv2; proximity skin transfer algorithms.
• Fixed HW skinning stream normalization in some cases of negative skin weights.
• Improved handling of weightpaint brushes outside the mesh.
• Fixed skinning edit mode deactivation.
• Fixed duplicated connector when attaching object that was previously attached and flattened.
• Added new modes to soft selection & skin merge tool.
Flatten Axes tool:
Use to store pivot into mesh for procedural animations. MeshModifiers.FlattenAxes('')
UI:
• Fixed numerous memory leaks
• Added small view type icons for title bar of space3d window
Panel Editor:• New collision avoidance system.
• Controls snapping.
• edges of the selected control are snapped to edges of remaining controls during panel editing.
• this feature can be turned off in panel properties dialog
• Decorative control
• Fill Gaps
• Expand / Shrink control size.
• Expand enlarges object size until it touches neighboring controls.
• Shrink minimizes size of selected object so that it fits a gap under the control.
• Tab Order edit field in control property window.
• Holding Shift while sizing a control resizes all controls in the same row/column.
Link Editor:
• Panels snapping.
• Search dialog (you can open it from LE window menu - LE Search)
• Search for scene objects or graph nodes (basic filter)
• Select one or more nodes by selecting them in the list
• Locate node/panel in link editor
• Search is case insensitive, and you can use "?" char or use incomplete keywords
• “b?x” will search for any 3 letter long word starting with “b” and ending with “x”
• Navigate in the dialog using “tab”, use shortcuts alt+L alt+S, alt+o, alt+g to select dialog controls/change search mode
• Graph nodes of inactive plug-ins are rendered with red border.
• Added support for visibility of graph traffic events (you can activate it from LE window menu - LE Show Traffic)
UV Editor:
• Rewritten UVE for support of multiple/hierarchy objects, and multiple materials
• UVE preferences data object established, resolved all concurrency-related problems caused by connector invalidation
• Clear background texture no longer causes lockup
• Completely rewritten rendering routine for UV editor to support simultaneous rendering of multiple selection
• Single selected or all materials can be displayed
• "Device Lost" recovery routine for UVE fixed
• Following tools were rewritten to support multiple and hierarchical objects:
• all transform tools including widget
• all selection tools
• weld, slice, heal
• all flip tools
• Multiple objects' selection center finder
• Implemented UVE tool controller allowing multiple tools run simultaneously, not relying on tool manager capabilities
• UVE window message handlers synchronization issues fixed, any action taken is done through tool manager in master thread
• Paint tools not available when multiple materials displayed or no texture present
• Added command for converting mesh selection to UV selection synchronously
• Added data object for UV editor node selection which manages the set of selected nodes and information about currently selected material(s) displayed in UVE. Data are stored in connector of UVE node
• Added UVE viewport data object, which stores current panning, zoom and aspect ratio for UVE window
• Unified the viewport manipulation routines for UVE
• Added RnUVEPreferences node
• Added UVE mesh render cache with support for huge meshes display in UVE (bigger than maximumm vertex buffer can take)
• Added algorithm for calculating UV neighborhood
• Added selection render cache similar to mesh render cache
• UV selection is a standalone connector stored directly on edited node in similar way as mesh selection which is persistent and is kept between UVE sessions.
• UV highlight is an invisible standalone connector on edited node, which is temporary during UVE session
• Major optimization of UVE quad tree with patch neighborhood build-up.
• Fixed flip by edge tool
• Fixed missed update on UVE file watch
• Highlight corrections in UVE
• Fixed startup crash when empty UVE stored in context file
• Fixed UVE flatten selection detection
• Added focus handler to UVE tool controller
tS761 Commands:
• Added new command and script named item RsAnimPref, provides functionality to access the preferences of animation, play range
Example:
• RsAnimPref.PlayRangeStart = 20
• RsAnimPref.PlayRangeEnd = 250
• Added new WindowsManager script methods:
• WindowsManager.ActivateFrame(BSTR bstrNodeId) enhanced with the possibility to specify exact frame node which you want to activate
• WindowsManager.GetWorkWindow() - returns string ID of the working window's frame node
• WindowsManager.ActivateWorkWindow() - activate specified work window by frame node
• Added demo script object ActiveWindow.RsObj into Objects - Tutorial Objects library
• Command line Install/Unistall of a plugin for Rosetta standalone
• Examples of program arguments:
• /install="C:\trueSpace761\Vray_ts.rsx"
• /uninstall="C:\trueSpace761\Vray_ts.rsx"
-
marcel
- Captain
- Posts: 2247
- Joined: 21 May 2009, 19:52
- Type the number ten into the box: 0
- Location: paris - France
Re: 7.61 vs 7.6
Thank.
Are all these bugs fix in the standalone version too?
Are all these bugs fix in the standalone version too?
Design - illustration - Animation
http://www.crea-vision.fr
http://www.crea-vision.fr
-
froo
- Captain
- Posts: 2554
- Joined: 22 May 2009, 12:13
Re: 7.61 vs 7.6
Hi Marcel.
I believe all these fixes are in the Standalone edition as well.
I believe all these fixes are in the Standalone edition as well.
-
Galane
- Chief Petty Officer
- Posts: 111
- Joined: 30 Aug 2009, 10:45
Re: 7.61 vs 7.6
With all those fixes, updates and additions, seems more like it should be 7.6.5 rather than 7.6.1. 
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LeonRegis
- Captain
- Posts: 1946
- Joined: 18 Aug 2009, 17:36
- Type the number ten into the box: 0
- Location: Brazil/Earth/Orion Arm/Milky Way/4th Dimension/This Universe/Multiverse???/Singularity???
Re: 7.61 vs 7.6
I'm still use 7.6 that's because I share a lot of things and who still use 7.6 can't open the 7.61 files so to more people use my creations I make it in the 7.6
In a near future when I finish some more creations I will put 10 objects at the repositorium most of them are in the Simple Things, Beautiful works topic...
Be the change you want to see in the world. - Mohandas Gandhi