Cindigo 1.1.13 Beta

Announcements, requests and support regarding the Cinema 4D exporter
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fused
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Post by fused » Thu Oct 30, 2008 9:17 am

hehe, just another feature mac users cant use ;)

...

oh dang, that includes me :!: :roll:

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fused
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Post by fused » Thu Oct 30, 2008 9:30 am

updated

* clay render: displacement works; materials can emit light
* added ies profile to the light normalization tag
* added ies preview to the light normalization tag

have fun!

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Post by Onfame » Thu Oct 30, 2008 9:50 am

nice work :D

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tungee
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Post by tungee » Thu Oct 30, 2008 10:52 am

:lol: 8) :P :wink: :D :shock:
Thanx !
Music has the right to children!

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Post by Rafaello » Sat Nov 01, 2008 7:37 am

Hello, Indigo crashes when exit portal is asigned, I did some tests with different scenes and has always crashed.

Can you check this out? please.

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Post by PureSpider » Mon Nov 03, 2008 3:27 am

Unashamed self-quote:
<@PureSpider> fused your new cindigo is just awesome :D
<+fused> why, pure?
<@PureSpider> cause it just works :D

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fused
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Post by fused » Fri Nov 07, 2008 9:03 am

cindigo 1.1.14 coming tomorrow. sry to say that mac version will be there a few days earlier. pc version sunday. whats coming:

* reworked export routine. in extremen cases up to 10x faster export(even more if you heavily use instances. xml generation that is, mesh export is as fast as ever)
* a few little bugfixes
* improved instance handling (MUCH faster, better). believe me, its superior ;)

what started as a little optimization for being able to export the lucys became major refactoring and optimizing :)

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pixie
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Post by pixie » Fri Nov 07, 2008 9:07 am

:roll: See mac people what you've done!? Now fused got addicted! :D One thing is for sure, if cindigo was already faster in exporting, pay attention this time, you might as well travel backwards in time! :D:D

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fused
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Post by fused » Fri Nov 07, 2008 9:27 am

lol, that just might happen ^^

i forgot a very important feature:

* very detailed console output with lots of infos and statistics. the output in the latest versions was pretty crippled...

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Post by Juniorsatan » Fri Nov 07, 2008 9:42 am

2 small wishes for the export-ui:

1st: Could you save the tick of the checkbox 'Run in Indigo'? Its so annoying clicking it every time. ;)

2nd: Is it possible to disable the unessential second affirmation when you overwrite .igs files? (first one is from the OS, second one from C4D)


Gruß :)

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PureSpider
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Post by PureSpider » Fri Nov 07, 2008 10:21 am

@ 2nd request... Enter just the filename without .igs, then C4D WON'T ask, thats why the double-check by Cindigo is there in addition ;)

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pixie
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Post by pixie » Fri Nov 07, 2008 11:20 am

one small wish, "below normal" as default, so that I don't have to reboot my computer each time I miss it...

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fused
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Post by fused » Fri Nov 07, 2008 11:45 am

ok, "Run" and "Below normal" will be enabled by default.

i wont remove the 2nd overwrite dialog because of what purespider said.

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pixie
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Post by pixie » Fri Nov 07, 2008 12:11 pm

In Amiga you have a Use state and a save state, in use state the changes aren't saved and that means that when computer reboots you do not have to worry with what you had messed around since it would have no effect in the next time you boot, if you felt comfortable enough you would then save. Although I am talking on an OS the metaphor could easily apply here, there was even a time where it actually took place in cindigo, when animation system was first introduced, if you typed scene, and on the next typed scene again it wouldn't overwrite and as such it would compile right away.

My suggestion would be creating a dumb project drawer that would be erased each time and a scene created without user worrying where it was saved, and once the user find himself comfortable enough he could then save. So instead of just two states he would then be presented with three:

View | Save | Cancel

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fused
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Post by fused » Sat Nov 08, 2008 3:27 am

@pixie:
im not sure if i get what you mean :S


heres a little console output of a scene with more than 60k instances. have a look at the export time of the meshe and the total export time :)

and thats on a mac mini!

Image

i cant compare it to previous versions(because of the crippled console output), but when the next version is released, you can try yourself. its A LOT faster.

edit.: this is a worst case-scenario for the old export. it would probably take a minute or even longer.

edit2: ignore the typos :D

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