When: If you try to animate Offset (U or V) and/or Rotate degrees (They are apparently kind of connected / wired)
What:
No matter what type of controller or what in/out type you assign to the animation keys the result will be a bezier curve that eases between the keys.
In the trackview / graph things will look eg. linear between keys, but its not linear, its always bezier interpolated keys.
Copying the same keys to a regular 3dsmax Bitmap produce the expected result.
That’s not all “fun” you get with CoronaBitmap and a simple animation of u-offset:
it shows a v-key when creating a u-key as well (nowhere to find in the trackview and very disturbing)
Edit: just realized that CoronaBitmap uses Point3 for all offsets at once, so the key brackets are correct. Needs getting used to.
it sometimes displays a u-shift several frames later than animated
it still shows the offset animation even when you delete the keys
I’m so glad that we decided to never rely on CoronaBitmap once again. Sooo CoronaBitmap into drawer again until next official release - like every year. Still have not heard a word about my teapot scene eating 20GB of ram just because I dared to use a CoronaBitmap based material library on a central network share.
I bet this issue gets lowest priority because “it’s not commonly reported by users”.
I am unable to reproduce the issue from the 1st post. 3ds Max 2021, Corona 6 HF1.
I’ve set the “in/out tangent” (the icon at the bottom of the screen) to linear.
Then enabled the Auto Key button.
Animated the Corona Bitmap U Offset (from frame 0 to frame 10, from value 0 to 3).
The resulting curve in the curve editor is linear.
Could you please provide some simple step-by-step info how to reproduce this?
I think you already have reproduced it. The curve may look linear, but the actual animation/offsets in the viewport acts always like nagboy described: bezier points with horizontal tangents, like it has been at creation time presumably. It seems not to update. However it renders differently (=correctly).
Related: plug some bezier point3 controller into uvwOffset and change some values → CoronaBitmap does not update the viewport while standard bitmap does. At the other hand, changing a uvwOffset value directly in CoronaBitmap updates the viewport.
Hmm… no lag at all, I can even run the offset animation in realtime while cruising around. But it’s just a bunch of cubes with CoronaBitmap animated, nothing else in the scene. Maybe it lags for you but shows the correct result?
Unfortunately i can’t tell if it shows correct result, because with Coron bitmap, viewport update rate is like 1 FPS (single plane in the scene and low-rez texture). Native bitmap has no problems here.
But animation for U from 0 to 10 means that at frame 1 an amount of 1/10 shift should happen if it is linear. You can use a checker or UV-test map to see if it’s right/wrong, no realtime needed.
Indeed, by doing the test with checkerboard, i was able to see the bug, but the performance is horrible - i thought that it’s known issue, hence i didn’t report it.
Sorry for a noob question, but I hardly even used the curve editor. How can I tell whether a keyframe is linear or bezier with horizontal tangents? I mean, is there some way to select a key and find out whether it has a “linear” or “bezier” flag?
If you do a right mouse click on a selected key, you get its properties and in/out settings. But in your screenshot they are already linear. But the viewport animation is most probably not, that’s the bug.