Danke Luke, das mache ich natürlich sowieso. Da ich zuletzt vollständig in meine Arbeit versunken war, hatte ich die Zeit vergessen. Es schien mir aber richtig, auf das Problem aufmerksam zu machen, zumal ich das Problem mit den Drivern hatte. Dringend ist die Lösung des Problems also nicht. Ich wünsche dir eine schöne Zeit Klaus B
That's okay. I use machine translation to read your German text, as well. Thank You for the file. I see nothing that would indicate where the problem lies, so this one is probably going to require some deeper debugging. I'll probably have to start by figuring out how to duplicate the issue on command, probably with a script. As an interim fix, I would suggest saving your work every hour or so, completely closing AOI, and then restarting the application.
Jetzt habe ich es verstanden. Siehe Anhang. Ich muss die englischen Texte immer maschinell übersetzen.
If you started AOI with a larger heap limit, presumably you started from the command line with java -Xmx32g -jar ArtOfIllusion.jar or similar. Did you get any text output in the command window that included the words "error" or "exception", probably some of the last things in the window before the scene crashed?
Ich weiß nicht, was die Frage bedeutet.
Did the command line output show any errors?
Heute, 32 GB RAM: Crash nach 2,5 h. Kurz davor dauert das Umsetzen des Timers auf der Timeline mehrere Minuten. In der Zeit im Taskmanager: 26% CPU, 34 GB RAM.
I didn't see this problem immediately after opening a saved file for I soon clicked "mesh only" mode. The effect appeared normaly after a while with copying in new objects or animating, for instants changing to "smoothed" mode to adjust one object to another.
Nur Animationsposen.
Okay, so a gradual degradation toward an eventual crash does imply some sort of resource scarcity, even if it isn't heap memory. When you've been working, and this issue triggers, are you doing modeling work, or primarily animation/pose stuff?
Ich habe die Erfahrung gemacht, dass es eine längere Arbeitszeit benötigt. Ich habe heute weniger als 2 h damit gearbeitet. Erste Anzeichen, wie langsamere Reaktion bei Wechsel auf der Timeline zeigten sich bereits. Leider musste ich dann abbrechen.
Konrad, in your experience, does this issue require a long time editing before it appears, or can it happen with a freshly opened file?
My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everything back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file exactely when you're saving it.
My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everything back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file even if you saved it.
My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everithing back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file even if you saved it.
My experience with "exploding" views are a quite old effect in AoI. It happens normally with big files clicking another viewmode than "mesh only" not depending from how many RAM you offer. When you have offered enough RAM from the start on, clicking back from other viewmodes to "mesh only" brings everithing back into the right position . But If there is to less RAM offered at start of AoI lost datas are beginning to mess up the file.
Ich habe etwa 2 h gearbeitet bis der genannte Effekt wieder eintrat. Dazu die folgenden Screenshots. Screenshot1: Ein allgemeiner Überblick über alle Objekte. Das ist nur ein Teil des gesamten Projektes, der für die Animation der gelben Figur erforderlich ist. Screenschot2: Der Crash nach 2 h. zuScreenshot2 enthält die Bezeichnung der Spuren, die in Screenshot2 fehlen. Ich werde jetzt weiterarbeiten (bzw. wiederholden) mit der letzten richtigen Version der AoI-Datei und mit größerem RAM. Zusatz Sreenshot3:...
The standard launchers do limit the RAM that AOI takes. Technically, it's 16G of heap memory, and then the Java process uses a bit more on top for its management stuff and some internalized data. Regarding your "shuffle" issues: do you mean that they are actually swapped around in location, or are you getting z-depth errors? Could you post a screenshot? To determine if the memory limits are related: Start AOI from the command line: java -Xmx16g -jar ArtOfIllusion.jar Work until the issue occurs....
The standard launchers do limit the RAM that AOI takes. Technically, it's 16G of heap memory, and then the Java process uses a bit more on top for its management stuff and some internalized data. Regarding your "shuffle" issues: do you mean that they are actually swapped around in location, or are you getting z-depth errors? Could you post a screenshot? To determine if the memory limits are related: Start AOI from the command line: java -Xmx16g -jar ArtOfIllusion.jar Work until the issue occurs....
Hallo, ich arbeite immer noch an meinem sehr komplexen Projekt und jetzt auf einen neuen Rechner wieder in Win11. Leider arbeitete der Rechner sehr sehr langsam. Ich habe lange nach der Ursache gesucht, bis ich gelesen habe, dass Win11-Update die Driver nicht mit aktualisiert. Ich habe 20 Geräte mit altem Driver gefunden und aktualisiert. Das hat diesen Mangel sofort behoben. Es gibt aber noch einen Mangel. Nach längerer Arbeit friert AoI ein, oder es würfelt alle Objekte durcheinander (nur in der...
Here is AOI custom build #64 Important Included changes: Fixed issue with Keyboard Shortcuts editor cannot save/update shortcuts: https://github.com/makiam/Tokonga/pull/174 Minor Groovy version update from 5.0.0 to 5.0.1: https://github.com/makiam/Tokonga/pull/176 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-16.09.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-16.09.2025/ArtOfIIllusion.dmg Sources: https...
Here is AOI custom build #63 Important Included changes: Implemented Undo action for Convert To Polymesh command: https://github.com/makiam/Tokonga/pull/171 Groovy library updated from 4.0,28 to 5.0.0: https://github.com/makiam/Tokonga/pull/169 JOGL libraries updated to 2.6.0: https://github.com/makiam/Tokonga/pull/170 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-08.09.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-08.09.2025/ArtOfIIllusion.dmg...
Hallo Luke. Da muss ich mich schämen. Ich hatte die Skripte und Erweiterungen noch nicht geholt. Allerdings wurde heute der Server nicht gefunden. Ich habe die Skripte und Erweiterungen deshalb von der Installation Win11 geholt. Zunächst funktionierte das gut. Ich teste AoI mit einer AoI-Datei, die sich unter Win11 nicht bearbeiten läst, weil AoI dort unendlich langsam reagiert. Unter ubuntu reagierte AoI sehr gut und schnell. Also habe ich ein Problem mit meiner Installation in Win11. Bei einem...
How are you launching AOI? The included aoi.sh script should give the VM a 16GB max heap. I rather sounds like you are getting the default determined by the VM.
Ich habe einfach ubuntu zusätzlich installiert. Jungfräulich finktionierte alles - java 8 installiert, AoI installiert, wie es sein soll. AoI funktioniert. Ich habe da nun ein sehr konplexes Projekt, das unter Win11 17 GB RAM benutzt. Unter ubuntu benutzte AoI mit diesem Projekt nur 1,5 GB und der Aufruf dieses Projekte kam nicht zu Ende. Wie kann ich nun dem java für AoI mehr RAM geben, bzw veranlassen, sich soviel zu nehmen, wie es braucht. Ich habe 64 GM RAM.
Looks like this is known issue in IZPack... https://izpack.atlassian.net/browse/IZPACK-1787
Danke Luke. Das liest sich erfolgversprechend. Ich werde so verfahren und das Ergebnis melden.
Thanks for getting back to me, and for being patient. Your java installation is probably just fine. It appears that there's something in the installer that does not work with Java 21, at least on Ubuntu/Mint. This something that I'll have to address before the next release. The actual AOI application does run properly with 21. To use AOI with java 21, you have two options: Temporarily downgrade to java 17, 11, or 8 and run the installer script. Once the application is installed, set your java version...
Oder ist mein java nicht richtig installiert? In dem Falle hätte ich die Frage, wie ich java zuerst sauber deinstalliere?
Ich arbeite schon lange mit AoI, auch unter ubuntu bzw. mintmate. Ich habe eben gelernt, dass aoisetup.sh keine java-Datei ist, sondern ein Shell Script. Danke. Bitte nochmal von vorn. 1. Versuch: beide Dateien auf dem Schreibtisch. Start aoisetup.sh . Nichts passiert. 2. Versuch: Beide Dateien im Verzeichnis von java: .Start aoisetup.sh . Nichts passiert. 3. Versuch:Beide Dateien im Verzeichnis von java: ich@ube-Linux:~$ sudo java -jar /usr/bin/aoi-linux-install.jar Command line arguments: SCHWERWIEGEND:...
Questions and comments: Is the file aoi-linux-install.jar present in the same folder as aoisetup.sh? By chance, did you move the shell script away from where you downloaded/extracted the zip archive? This should not be necessary. The installation process allows you to pick an installation location. aoisetup.sh is just a shortcut for java -jar aoi-linux-install.jar that does some hunting around if java isn't on your path. You should never try to call both in the same command line. What happens if...
Danke Maksim, leider noch kein Erfolg. Zunächst folgendes ich@ube-Linux:~$ sudo /home/ich/Programs/AoI/aoisetup.sh [sudo] Passwort für ich: /usr/bin/java -jar aoi-linux-install.jar Error: Unable to access jarfile aoi-linux-install.jar kein Zugriff. Deshalb mein nächster Versuch: ich@ube-Linux:~$ cd /home/ich/Programs/AoI ich@ube-Linux:~/Programs/AoI$ sudo /home/ich/Programs/AoI/aoisetup.sh /usr/bin/java -jar aoi-linux-install.jar Command line arguments: SCHWERWIEGEND: java.lang.ArrayIndexOutOfBoundsException:...
Hello Klaus... Looks like issue here: sudo java /home/ich/Programs/AoI/aoisetup.sh You try to run java from sudo and pass shell script name to java. So java try to load shell script as own class Try to run sudo /home/ich/Programs/AoI/aoisetup.sh
Ich habe ein ähnliches Problem. Wenn ich, wie empfohlen, aoisetup.sh starte, passiert nichts. Ich habe aoisetup.sh mit java gestartet. Das ergab folgendes: ich@ube-Linux:~$ java -version openjdk version "21.0.8" 2025-07-15 OpenJDK Runtime Environment (build 21.0.8+9-Ubuntu-0ubuntu124.04.1) OpenJDK 64-Bit Server VM (build 21.0.8+9-Ubuntu-0ubuntu124.04.1, mixed mode, sharing) ich@ube-Linux:~$ sudo java /home/ich/Programs/AoI/aoisetup.sh [sudo] Passwort für ich: Fehler: Hauptklasse .home.ich.Programs.AoI.aoisetup.sh...
Here is AOI custom build #62 Important Included changes: Fixed issue Undo Add keyframes was not work: https://github.com/makiam/Tokonga/issues/164 Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-18.08.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-18.08.2025/ArtOfIIllusion.dmg Sources: https://github.com/makiam/Tokonga/archive/refs/tags/Release-18.08.2025.zip
Here is AOI custom build #61 Important Included changes: Buffered write/restore for scene's tracks: https://github.com/makiam/Tokonga/pull/161 NB!!! Backward Compatibility breaking change!!! Current release introduces new fault tolerant read/write for scene object tracks. This increased scene verison, so new scene will not open in previous versions Universal Windows/Linux build: https://github.com/makiam/Tokonga/releases/download/Release-06.08.2025/ArtOfIllusion.zip Mac build: https://github.com/makiam/Tokonga/releases/download/Release-06.08.2025/ArtOfIIllusion.dmg...
Thanks! I knew it was in the L&F, but I haven't had a good moment to study the stuff.
BTW, Simple way to setup menu font across all application. In startup script code: import java.awt.Font; import javax.swing.UIManager; import javax.swing.LookAndFeel; LookAndFeel laf = UIManager.getLookAndFeel(); UIManager.put("Menu.font", new Font("Segoe UI", Font.PLAIN, 24)); UIManager.put("MenuItem.font", new Font("Segoe UI", Font.PLAIN, 24)); UIManager.setLookAndFeel(laf);
There already is, #310 2023-Oct-4
Thanks for the effort! This does work for me now. (I have determined that the particular installation of xfce4 that I was using is... borked, probably due to an ancient GPU that doesn't get driver updates anymore. This version works right on mint/cinnamon, haven't yet tested other DEs.) This is something to consider for future development. A tracking issue would be nice. This stuff should really be in AoI itself. I agree, which is why I'm recommending tracking issue over on GH. If it's left as a...
Here's a revised script. Now there are a true/false settings for setting the font size and forcing grid visible on the main window. I tested it as much as I could think of and to me it worked just the same as Groovy and BeanShell. Groovy does have its oddities though: int/int is not int but BigDecimal even if the calculation did not produce fractions. Hence the (int)(...) conversions. This is something to consider for future development. A tracking issue would be nice. This stuff should really be...
I stumbled into a little weirdness in the StartUpSize script. In short, It does not work right as BeanShell as I thought. Depending on what parts are active, it might prevent opening an object editor window or all of AoI. What I got was java.lang.reflect.UndeclaredThrowableException. The program module and line number that were reported did not make any sense. The problem was in the parts that adjusts the font in the menus. The line menus = window.getMenuBar().getChildren(); actually contains a type...
I stumbled into a little weirdness in the StartUpSize script. In short, It does not work right as BeanShell as I thought. Depending on what parts are active, it might prevent opening an object editor window or all of AoI. What I got was java.lang.reflect.UndeclaredThrowableException. The program module and line number that were reported did not make any sense. The problem was in the parts that adjusts the font in the menus. The lines menus = window.getMenuBar().getChildren(); actually contains a...
I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. Edit:> Some rethinking: Of course round to the nearest and then proceed as usual. <:tidE This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a...
I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. Edit: Some rethinking, of course round to the nearest and the proceed as usual. :tidE This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a movie...
I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a movie is the last before the end time. Then it renders one more to show the End time, but...
I'm wondering how we might improve the controls in this area. Controlswise: Add a checkbox, on by default, to the renderer UI to say something like, "Use timescore timing for frames." (or something more fluent). Then the first frame time >= user given Start time and last frame time < user End time. This way you can render in pieces, without breaking the time line. (Also currently the last rendered frame in a movie is the last before the end time. Then it renders one more to show the End time, but...
And the above was the wrong medicine! What matters is, where your frames end up on the timeline. I wrote some debugging code and the findings are a bit surprising: With 30 fps frame rate, I would have expected the keyframes to be forced to the 1/30:s of any full second but that doesn't seem to be the case: If you set the render to start at a time like 8.45 seconds, the frames will still be at 1/30 second intervals but starting from that point! Then one hits between the "jump keyframes" and that image...
Oh, I see... Depending on exact timing, you're getting a render in the middle of a pan/move that was supposed to be an instantaneous transposition. Glad that there's a workaround/fix. Pete, thanks for digging in! I'm wondering how we might improve the controls in this area. What Konrad found isn't a bug, per se, but it is an easy-to-trip oops.
Thank you very much for all your efforts! @Luke: This case happened the first time to me. So I copied some items from my original animation file to the rendertest file to make a proof by my own. The two frames I added above are the result I got from the rendertest file I attached. So may be, there were some informations still in my RAM, which brought the - for me obviously reproducable - flaw into my upper post. @ Pete: I don't know, how I managed to place the keys not in the right place. My original...
Thank you very much for all your efforts! @Luke: This case happened the first time to me. So I copied some items from my original animation file to the rendertest file to make a proof by my own. The two frames I added above are the result I got from the rendertest file I attached. So may be, there were some informations still in my RAM, which brought the - for me obviously reproducable - flaw into my upper post. @ Pete: I don't know, how I managed to place the keys not in the right place. My original...
Luke was faster.:D -- But I did manage to duplicate it somehow.... EDIT: What I say here is wrong and does not help! I'll just leave it here as a warning..;) Please see the next post. :END EDIT I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see...
Luke was faster.:D -- But I did manage to duplicate it somehow.... EDIT: What I say here is wrong and does not help! I'll just leave it here as a warning..;) Please see the next post. :END EDIT I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see...
And the above was the wrong medicine! What matters is, where your frames end up on the timeline. I wrote some debugging code and the findings are a bit surprising: With 30 fps frame rate, I would have expected the keyframes to be forced to the 1/30:s of any full second but that doesn't seem to be the case: If you set the render to start at a time like 8.45 seconds, the frames will still be at 1/30 second intervals but starting from that point! Then one hits between the "jump keyframes" and that image...
Luke was faster.:D -- But I did manage to duplicate it somehow.... EDIT: What I say here wrong and does not help! I'll just leave it here as a warning..;) Please see the next post. :END EDIT I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see here...
And the above was the wrong medicine! What matters is, where your frames end up on the timeline. I wrote some debugging code and the findings are a bit surprising: With 30 fps frame rate, I would have expected the keyframes to be forced to the 1/30:s of any full second but that doesn't seem to be the case: If you set the render to start time somewhere like 8.45 seconds, the frames will still be at 1/30 second intervals but starting from that point! Then one hits between the "jump keyframes" and that...
Luke was faster.:D -- But I did manage to duplicate it somehow.... I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see here is a wobble just after the sudden jump at that is done by frames 255 and 256. Frame 257 is then off... But that is not all....
Luke was faster.:D -- But I did manage to duplicate it somehow.... I don't know what it is, but there seemed to be something odd about the file. At some point all the animation tracks refused to show up. Something like that usually happens, when there has been a division by zero and the resulting NaN stays floating around infesting everything it touches... But what I see here is a wobble just after the sudden jump at that is done by frames 255 and 256. Frame 257 is then off... But that is not all....
I'm not able to duplicate. Tried a couple of different movie renders with camera 6, (different start and end times, all overlapping frame 257) and so far they're all consistent with the Single-Frame sample you provided. Does this come up consistently for you?
Here is my next question for help: Rendering in moviemode gives back frames with wrong positioning of camera. Please try the testfile at frame 257 or later for this to verify. Rendering in single image mode gives the correct position in the render. Again I'm using AoI 3.2.0 on a windows pc with 64 GB RAM. ...?
Here is my next question for help: Rendering in moviemode gives back frames with wrong positioning of camera. Please try the testfile at frame 257 or later for this to verify. Rendering in single image mode gives the correct position in the render. Again I'm using AoI 3.2.0 on a windows pc with 64 GB RAM. ...?
Here is my next question for help: Rendering in moviemode gives back frames with wrong positioning of camera. Please try the testfile at frame 257 or later for this to verify. Rendering in single image mode gives the correct position in the render. Again I'm using AoI 3.2.0 on a windows pc with 64 GB RAM. ...?
Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (At the time I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with, that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but there are more things in the filters' code that don't seem right to me....
Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (At the time I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with, that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but there are more things in the filters' code that don't seem right to me....
Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (At the time I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with, that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but there are more things in the filters' code that don't seem right to me....
Yes, the line numbers you mention are in the CameraFilterDialog. That part is working, (Arth etime I commented the above, I did not remember to detail what I had seen there.) But there are issues elsewhere, staring with that the CameraFilterDialog does not handle the filters that were on the SceneCamera but new duplicates of them and then it replaces the camera filters with the duplicates. I found a fix to that already, but that there are more things in the filters' code that don't seem right to...
When you press Cancel , you need to revert both the old order and the old values of the filters. Both of them need need to be tracked As I see in SceneCamera code there are some lines to backup/restore Camera state on cancel: See lines 53-55 to backup filters state and lines 148-150 to restore state from backup
Sorry for my late answer: I had a series of renders running, which I wouldn't stop for this. Thank you, Pete, for your help! I tried your upper solution and could open the error-file again. Great! One step closer now to the finish of my animation short! Thank you!
@ Konrad: I may have a tool that helps. The process is a bit strange and I can not promise that it will always work but at least it opened the example file you sent. Copy the attached files to your Art of Illusion root directory, where your ArtOfIllusion.jar is. Use a Zip tool like 7-zip to open the broken AoI file and drag/drop the content (file without ".aoi"-extension) to your hard drive (Desktop will do). Start (double click) the "AoI UnzipFirst.jar" Browse to the unzipped file and open it. NOTE:...
So, after a good night's sleep, here's what filter editing case looks like. The CameraFilterDialog gets a duplicate of the SceneCamera that you are working in. The duplicate camera is needed to generate the preview image. The side effect was that it also creates duplicates of the filters, so what ever comes back from the editing was not the already existing filters but entirely new ones, so new tracks needed to be created and all the existing keyframes were lost. Inside the CameraFilterDialog there...
So, after a good night's sleep, here's what filter editing case looks like. The CameraFilterDialog gets a duplicate of the SceneCamera that you are working in. The duplicate camera is needed to generate the preview image. The side effect was that it also creates duplicates of the filters, so what ever comes back from the editing was not the already existing filters but entirely new ones, so new tracks needed to be created and all the existing keyframes were lost. Inside the CameraFilterDialog there...
Some findings: 1) On SceneCamera there is a system that should rearrange the existing camera filter tracks according to the changes than were made in the FilterDialog and if there are new filters, they are given new FilterParameterTracks EDIT It seems that after the Filter Dialog closes the tracks don't recognize the filters they belong to any more, so the code creates new tracks to all filters. For a while I was sure, I knew where the problem was, but it turned out that BeanShell and Java don't...
Some findings: 1) On SceneCamera there is a system that should rearrange the existing camera filter tracks according to the changes than were made in the FilterDialog and if there are new filters, they are given new FilterParameterTracks EDIT It seems that after the Filter Dialog closes the tracks don't recognize the filters they belong to any more, so the code creates new ones for all of them. For a while I was sure, I knew where the problem was, but it turned out that BeanShell and Java don't work...
And here we go: BlurFilter, writeToStream() line 131: out.writeDouble((Integer) getPropertyValue(0)); What the heck? Feed and Integer to writeDouble()? That would explain something
Some findings: 1) On SceneCamera there is a system that should rearrange the existing camera filter tracks according to the changes than were made in the filter editor. If there is a new filter, a new FilterParameterTrack is added. Where things go wrong is at the creation of the filter editor: It is trying to make safe copies of the existing filters, so that the values could be reverted back to what they were before editing, if you exit the editor by Cancel. What happens in reality is that is replaces...
Some findings: 1) On SceneCamera there is a system that should rearrange the existing camera filter tracks according to the changes than were made in the filter editor. If there is a new filter, a new FilterParameterTrack is added. Where things go wrong is at the creation of the filter editor: It is trying to make safe copies of the exiting filters so that the values could be reverted back to what they were before editing, if you exit the editor bu Cancel. What in reality happens is that is replaces...
Ofcourse it would be great, if you, like Luke, could have a look (and possibly fix) to this - as it seems - "problem bundle". Interesting view into your future plans! Also for me as a normal user (with really no coding skills) it seems to make it easier, if the strukture of this sort of track could be altered as you proposed. (Sometimes in the future ;-)...)
I can't say that I actually knew about it either, but the alert message pointed to a piece of code that said, it is there. It is pretty well hidden in the UI though, but having seen the code, I thought it had to be there somewhere. :) I'll be back at my big computer on the weekend or next week (I'm away with my laptop now) so I can try to have a closer look an study it more systematically then. It would seem that the three symptoms -- disappearin keyframes, failing save or successful save but failing...
thank you, Pete, for this pretious informations! I didn't know, about this feature. Have to test ist according to your given guidelines! So it seems unconsciously I snooped one of several possible tracks to the file-open problem?
... filters accessible by keyframes ... Well, I've got two kinds of news on that one: Good and bad. The good is that this feature already exists: When you have filters on a camera, they all get their own parameter tracks, when you add a pose track to the camera. The tracks appear as sub-track to the Pose track (expand by the little arrow head) and they can be keyframed as any other track. The bad is that this feature is almost useless: Any time you open the filters editor of the camera you'll lose...
... filters accessible by keyframes ... Well, I've got two kinds of news on that one: Good and bad. The good is that this feature already exists: When you have filters on a camera, they all get their own parameter tracks, when you add a pose track to the camera. The tracks appear as sub-track to the Pose track (expand by the little arrow head) and they can be keyframed as any other track. The bad is that this feature is almost useless: Any time you open the filters editor of the camera you'll lose...
... filters accessible by keyframes ... Well, I've got two kinds of news on that one: Good and bad. The good is that this feature already exists: When you have filters on a camera, they all get their own parameter tracks, when you add a pose track to the camera. The tracks appear as sub-track to the Pose track (expand by the little arrow head) and they can be key framed as any other track. The bad is that this feature is almost useless: Any time you open the filters editor of the camera you'll lose...
... filters accessible by keyframes ... Well, I've got two kinds of news on that one. Good and bad. The good is that this feature already exists: When you have filters on a camera, they all get their own parameter tracks, when you add a pose track to the camera. The tracks appear as sub-track to the Pose track (expand by the little arrow head) and they can be key framed as any other track. The bad is that this feature is almost useless: Any time you open the filters editor of the camera you'll lose...
... filters accessible by keyframes ... Well, I've got two kinds of news on that one. Good and bad. The good is that this feature already exists: When you have filters on a camera, they all get their own parameter tracks, when you add a pose track to the camera. The tracks appear as sub-track to the Pose track (expand by the little arrow head) and they can be key framed as any other track. The bad is that this feature is almost useless: Any time you open the filters editor of the camera you'll lose...
Also thanks for your reply, Pete! Afaik there is no scripted object in Groove in the file(s). I only used two of your helpful scripts after copying to fix the copied tracks and the other one to fix the parent-child dependencies. Both written in Groove, right? But I could and still can reopen those file(s). Btw. it would be a nice feature to have a "posetrack" for filters accessible by keyframes, to get fluent changes for cameramovements from darker to brighter parts of the scenery. For now you have...
Hmmm... I wonder where my first reply disappeared? SourceForge has been acting up lately, like seemingly not getting a sent post,, though it did and this time not getting it though it looked like it did... :/ But landing to current situation: I had a look at some much older AoI code and the FilterParameterTrack that throws the Exception seems to have stayed unchanged since the dawn of time. A version mismatch was my first suspect too, but obviously that should not be possible.: As the first thing...
Hmmm... I wonder where my first reply disappeared? SourceForge has been acting up lately, like seemingly not getting a sent post,, though it did and this time not getting it though it looked like it did... :/ But landing to current situation: I had a look at some much older AoI code and the FilterParameterTrackthat throws the Exception seem to have been unchanged since the dawn of time. A version mismatch was my first suspect too, but obviously that should not be possible.: As the first thing the...
Hmmm... I wonder where my first reply disappeared? SourceForge has been acting up lately, like seemingly not getting a sent post,, though it did and this time not getting it though it looked like it did... :/ But landing to current situation: I had a look at some much older AoI code and the FilterParameterTrackthat throws the Exception seem to have been unchanged since the dawn of time. A version mismatch was my first suspect too, but obviously that should not be possible.: As the first thing the...
Hmmm... I wonder where my first reply disappeared? SourceForge has been acting up lately, like seemingly not getting a sent post,, though it did and this time not getting it though it looked like it did... :/ But landing to current situation: I had a look at some much older AoI code and the FilterParameterTrackthat throws the Exception seem to have been unchanged since the dawn of time. A version mis match was my first suspect too, but obviously that should not be possible.: As the first thing it...
Thank you, Luke, the RAM of my computer is 64 GB. So there is no trouble to bring in much bigger files than the used ones for rendering :-). The approximatly 450MB is the written size on disk and that is what I would expect. I'm using brightness filter, yes, and tried a bit weird inputs for focus (about 8.6) and DoF (about 18.8), which renderd exactly, what I wanted: sharpness quite close to the camera and blur starting just in a farer distance. I also used these with "camera 6..." in the given test...
Thank you, Luke, the RAM of my computer is 64 GB. So there is no trouble to bring in much bigger files than the used ones for rendering :-). The approximatly 450MB is the written size on disk and that is what I would expect. I'm using brightness filter, yes, and tried a bit weird inputs for focus (about 8.6) and DoF (about 18.8), which renderd exactly, what I wanted: sharpness quite close to the camera and blur starting just in a farer distance. I used these with "camera 6..." in the given test ...
Thanks for the details. I'm going to have to do some further testing on this one. While an interrupted file-write could cause a corrupted file, I don't think that it would cause this issue. More likely, it would crash in the decompression phase. AFAIK, there isn't a size limit to AOI scenes, as long as they fit in memory. There certainly isn't any intentional limit. Is the 450 MB file that you mentioned the written size on disk, or is that the memory use when editing? Are the corrupted files that...
Thank you Luke S for your answer! - Saved the file(s) with AoI 3.2.0. - No errors or oddities when saving. Only the long time needed to save also the other huge files, which I can't reopen too (from those I copied the camera into the upper example file on an extern disc). - No unusual plugins. - Common startup script of AoI 3.2.0. I only could imagine this: Is it possible, that, with working on in the file, I broke the saving process to early, and after that leaving AoI to early again during the...
Thank you Luke S for your answer! - Saved the file(s) with AoI 3.2.0. - No errors or oddities when saving. Only the long time needed to save the other huge files, which I can't reopen too (from those I copied the camera into the upper example file on an extern disc). - No unusual plugins. - Common startup script of AoI 3.2.0. I only could imagine this: Is it possible, that, with working on in the file, I broke the saving process to early, and after that leaving AoI to early again during the last...
Thank you Luke S for your answer! - Saved the file(s) with AoI 3.2.0. - No errors or oddities when saving. Only the long time needed to save the other huge files, which I can't reopen too (from those I copied the camera into the upper example file on an extern disc. - No unusual plugins. - Common startup script of AoI 3.2.0. I only could imagine this: Is it possible, that, with working on in the file, I broke the saving process to early, and after that leaving AoI to early again during the last savingprocess?...
I can confirm that I get the same error when trying to open the file. Can you clarify: Exactly what version of AOI did you save the file with? Did you have any errors or oddities when saving? Any unusual plugins? (This shouldn't be it, as the affected object is an AOI native object) Any unusual startup scripts, etc?
I can confirm that I get the same error when trying to open the file. Can you clarify: * Exactly what version of AOI did you save the file with? * Did you have any errors or oddities when saving? * Any unusual plugins? (This shouldn't be it, as the affected object is an AOI native object) * Any unusual startup scripts, etc?
Hello, again here is Konrad, asking for help. For several days I can't get access to some AoI files I worked with. I attatched the alert text and one of the files (the simplest) below for your checking. It seems to be a problem with the camera, because copying all items without the camera in a new file from a later saved file, that I couldn't open again then, fixed the problem. But there are lots of dependencies inbetween the other objects to renew . So that is not really a practical workaround....
Hello, again here is Konrad, asking for help. For several days I can't get access to some AoI files I worked with. I attatched the alert text and one of the files (the simplest) below for your checking. It seems to be a problem with the camera, because copying all items without the camera in a new file from a later saved file, that I couldn't open again then, fixed the problem. But there are lots of dependencies inbetween the other objects to renew . So that is not really a practical workaround....
IIRC Finder allows to open Application folder via CTRL-Left Click - Show Package Contents