On 2.31a and previous the head will accurately fallow the empty, but on 2.32 the head does nothing.
Please note that the head setup is not the usual Track-to you are used to see, this is a rather complicated one to allow the pivot point of the head to be located on the neck, but the Point of View tracking to be done from the eyes, just like a normal human head would.
** The model on the .blend was created by Modron and later modifyed by me. The armature was done by me also. It is a WIP for the Muffin Project.
— Edit —
After some experimentation, I found that the armature isn’t updating itself on 2.32 like it used to do on the previous releases. If you go into pose mode and change anything on the constraints of the bone ¨Head¨ it will up-date, the same goes if you try to grab the armature outside of pose mode. If you togle ¨Res Positon¨ off and on it will update also… This kind of ¨armature not updating¨ problem is sure to pose a serious head-ache to character animators.
(And yes, I checked that the new ¨Delay¨ option isn’t activated)
Not to mention that using the “Nasty bugs” method has proven to be more efective than the Bug-Tracker… One of the main bug-fixes that caused 2.31a to be released was described on the “Nasty Bugs” for 2.31.
Well, to be quite honest, I don’t read Elysiun very much
and I hate combing through a billion forums looking
for bug reports … you should put it in the bug tracker and
get practice using it (I find the interface to be
very reasonable).
Hos, who is the developer in charge of the armature system? There are other armature issues (not 2.32 exclusive) that I would like to inform him about.
I took a look at that armature earlier from the muffin thread, I think it was either in tuhopuu, or 2.31a, and the arm didn’t appear to be related to the armature. I just thought I’d ask if it was supposed to be that way, since I had an armature issue in 2.31a that involved vertex groups not being parented to bones.
That isn’t a bug… it is just that the arm isn’t asigned to any vertex group yet … WIP, remember? You wouldn’t think that the skinning for the leg is final neither, would you?
I tend to start working with the most complex parts and then work my way to the easiest parts… I posted the WIP .blend to illustrate the problem with the " Head" bone.
Is anyone else getting these weird artifacts with the area lights? I opened the file in the most recent CVS I have too, and it was the same deal. Maybe something to do with the rectangle setting or something, but I am going to fool around with it, and see if I can correct it, or determine what is causing it.
I’m getting artifacts when I use the internal raytracer with shadows on (no shadows renders properly). I have only noticed this on subsurfed objects although I don’t know if it’s limited to them.
Note that my normals are correct and single or double sided makes no difference. There is no triangle or quad the shape of the artifact on the mesh. This problem has been there for all the testing builds that has included the internal raytracing feature
Yes the mesh is clean - no doubles. I just tried with the subsurfing off and the artifact is still there, so it appears that subsurfing is not the issue. Yafray image and blender scanline image is fine also.
By the way Modron what were you referring to in your image - it looks ok here?
See those squares around the edge of the dark region of the sphere?
<edit> I think i figured it out,…I must have turned up the samples along one axis but not the other.
Wit 2.31a I could see when I was opening a file when it was saved, but that info is no longer diplayed. is this a bug or do I have to enable it somewhere?
I’m getting them as well, but only with when a light is on that setting. The artifacts don’t appear if the light is changed to spot, sun, hemi, etc., and they don’t appear when the “old methods” of dupliverting a spot to a grid or dome are used.