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R21 bugs and strange issues


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16,  In R21, the dissolve function works very strange.
Depending on the angle in the phong tag. 
https://dl.dropboxusercontent.com/s/bju6pwc2exjmbql/2019-09-22_19-40-36.mp4 

17, If you open the node editor, the material settings in the attribute manager override all other functions.
To have access to the parameters of a cube or any other object, you have to constantly close the node editor. Not good !

https://dl.dropboxusercontent.com/s/i8zf4dyqne2qudp/2019-09-22_20-38-12.mp4

Edited by MHan
found another problem
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59 minutes ago, MHan said:

https://dl.dropboxusercontent.com/s/bju6pwc2exjmbql/2019-09-22_19-40-36.mp4 
16,  In R21, the dissolve function works very strange.
Depending on the angle in the phong tag. 

This is normal behaviour I think. If you use "simple" dissolve command, there is taken into result angle of phong tag/hard edges/breakphong shading. In this case points will not be removed. If you want to use dissolve to delete edge without any restrictions/contitions, you need to use Shift + Dissolve command together.

https://help.MAXON.net/us/#15945?highlight=dissolve

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2 minutes ago, bezo said:

This is normal behaviour I think. If you use "simple" dissolve command, there is taken into result angle of phong tag/hard edges/breakphong shading. In this case points will not be removed. If you want to use dissolve to delete edge without any restrictions/contitions, you need to use Shift + Dissolve command together.

https://help.MAXON.net/us/#15945?highlight=dissolve

But now i can't use hotkeys :(   Shift + M~N  does not work 

In the global settings, we have a choice of what to do with the points after deleting the polygons. Why not use the priority that is set there?

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18, Extrude inner on multiple non-perpendicular polygons don´t work correctly.
    (perpendicular surfaces/polygons works right.)
     // this bug is present also in older  versions of c4d

 

Since we don´t know of algorithm/calculation for this command, it looks more dependent on vector of  polygon normals.If normals are parallel, algorithm get clear result.(This is the reason why is Etrude inner on flat surfaces works well)

But just little variation/offset between normals leads to distortion. Maybe need to change code/algorithm to solve "flat" parts of selection first, temporary store in the background and then solve problematic parts with different algorithm...

 

 

updated in Dropbox

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Hello. I have not seen this anywhere on this current build, and I have updated all of my drivers to make sure that it was not the issue, but I am currently running into a bug that I can't get around that does not let me click the middle mouse button to change the main viewport. This is an issue for me because I do work separately from my main camera and use the main camera to set up my renders and animations with the camera. It seems to mostly start around 250k polygons, but today I can't do anything with it. I have to create a completely separate view panel in order to have a different view from the selected render camera.

Is there any quick fix or setting that may have been turned on to cause a crash every time I middle mouse click? I've hard crashed twice while just trying to move the camera because my mouse hand was quicker than my keyboard hand.

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