This is update has several new work flow features
and several fixes. Please read through this list as some of
the changes may affect scenes created in previous versions of
Features & Modifications
At the request of about 2 million people, we have
added a Replace Image option in the image
Image Sequence setup has been revamped.
Instead of the offset that was there before, you may now
specify what frame you want your image sequence to start playing
back from. This will probably cause old scenes to behave
strangely if the offset was used, but it's easy enough to use the
new start frame method. Even if your sequence is numbered
starting at 200, for example, you can tell the program to have it
start playing at any frame you want. Frames prior to the
first frame will display/render the first frame of the sequence.
Frames after the last frame will display/render the last
frame of the sequence.
When you select the 'sequence' button in the image
manager it will automatically set the number of frames in the
Enabled the 'loop' feature for sequences.
This was never hooked up before and works properly now.
Drastically reduced the amount of ram used for
image sequences. Before the entire frame range of the image
sequence would be cached in RAM. This was the primary
reason people were having renders die after as few as a 50-100
frames or so. Now only the current frame's image is cached
Made a change which should fix any other strange
sequence stuff that was going on. Apparently some items were
not taking into account that an image may be a part of a sequence.
Now any image that is flagged as being a sequence should
Fixed the problem with spotlights which were
projecting an image sequence. Before only a single static
frame would be rendered. Now, the image sequence will be properly
Added background image scaling. There is a new
control, 'Background Image Scale Percent' which will allow the user
to interactively scale the background image in the viewport on both
the x and y dimensions, by a percentage between 1-100. 100 is the
default. This is handy if you want to use a sequence of very large
image files as a background sequence and don't need to have the
full res image in the viewport. Values from 25-50 look pretty good,
depending on image size.
Scaled images will only be displayed in the viewport as a
background image, but the full res image will be utilized when
Added a Selection List
text gadget next to the current object popup on the bottom right of
Allows you to enter an object name and will
select that object when you press Return or the E (Execute) button next to the string gadget.
Example: Camera This will de-select all selected items and
select the Camera as the current object.
Allows you to enter a channel name and it will
select that channel in the main item list.
Example: Camera:heading This will de-select all selected
items and select the heading channel of theCamera object as the
Allow the user to enter multiple objects or
object:channels for selection
Example: Camera,Null:heading This will de-select all selected
items and select both the Camera object and the heading channel of
'Null'. This first item entered will become the current object.
Allow the user to add objects to the current
selection by placing a comma prior to the first object or
Example: Camera,Null:heading This will retain the previous
selection, while adding the Camera object and the heading channel
of 'Null' to the current selection
Selection List History gadget. This is next to the
E (Execute) gadget of the Selection List control. This will record
any object or object:channel selections the user makes through the
Selection List text entry control. This is handy if you need to
quickly switch between a few objects while animating for
Click the Selection List
History gadget (it is on the right of the Selection List) and the list will popup. Single
click on the list item to copy that selection to the Selection List
string gadget without executing the selection.
Double click the list item to copy that
selection to the Selection List as well
as immediately execute that selection.
Command String History
Added a Command String History
List gadget. This is next to the E (Execute) gadget of the Command
String control. This will record any expression or
other command the user executes from the Command
String entry control. Functionally it operate
identically to the Selection List History
gadget. We've also added the ability to restore the last
string entered in the Command String
control. Press the R (Restore) button
next the C (Clipboard) button. You
can also copy to the clipboard using the Copy to Clipboard feature. To do this, press
the C (Clipboard) button next to the
Command String History List button.
This will copy the contents of the Command String History List to the Windows
Added auto-complete to some string gadgets. Right
now auto-complete is active for the following
Command String control on
main interface (objects, effects, function,expressions,shaders)
Selection List String
Exp control on the
Command->Expressions tab (objects, effects, functions,
expressions, shaders) When you type in a name, the string will
present you with the first best match for what it thinks you might
want to select. Keep typing enough of the name until it
appears. If the correct name is presented just press the
'End' key to go to the end of the selection and continue typing (or
just press Return if you're done). If you want to remove the
auto-complete selected text just press 'Delete' and it will be
Sometimes you might have a bunch of objects with number suffixes.
Example: Null_01, Null_02.....Null_10 Suppose you type
in 'Null' so auto-complete will think you may want to select
'Null_01'. So, in this case you really want Null_05.
Press the Up or Down arrow keys to move up and down through
the possible selection list. When you find the item you want just
press the 'End' key to accept that item and continue typing (or
just press Return if you're done.)
Fix (Previously released separately on August 16, 2006
Fixed the LightWave connection plug-in to work
properly with LW9. Here's how to use
LightWave, then on the Utilities tab click on Edit
Plugins and delete the messiah entries.
They will be in the Displacement, Motion, Layout
Command, and Scene Master sections.
- Click on
Master Plugins and if messiah is there, remove
it. Now quit LightWave.
delete, or move your lwmasters8.cfg and/or
LightWave and go to the Utilities tab.
Add Plugins to add the messiahLW.p plug-in
(it's in the root of your messiah folder-- don't move
- Click on
Masters Plugins and from the drop down menu select
LightWave and restart so the lwmasters file will be written
out properly with the messiah_master info.
Maya Connection Update
Added the Maya 8.0 connection plug-in.
Added a new menu to the messiahmayaXX.mll
plugins. There is a new MEL script in the main messiah
directory named messiah.mel.
Either copy this over to a search path maya looks for your scripts,
typically "C:\Documents and Settings\(user name)\My
Documents\maya\scripts", or add the path to the messiah executable
to your maya script PATH.
Now, when the messiahmaya plugin is initialized, a new 'messiah'
menu will automatically be added to the main maya menu allowing you
at add the xformer, deformer or bring up the messiah interface.
You can also change the scale or query the current
New controls were added
to the edit sphere block in edit key/frame editing.
Edit Sphere Manipulator - The ability to change the
edit sphere from it's current combined rotation and translation
manipulators to separate manipulators.
In the key command manager under the interface section, there are
some Edit Sphere functions that can be assigned to keys that let
the user change the edit sphere to the Translation, Rotation, or
Scale manipulator, or to toggle back and forth between Translation
and Rotation manipulators.
Mouse Button Channels -
When on and used with separate manipulator mode, mouse button
presses are mapped to the edit sphere channel of the
Example: In Translation mode, left mouse will move on X,
middle mouse will move on Y, Right mouse will move on
As a quick option:
While in separate manipulator mode, the user can use the control
key to switch the manipulator (ex. translation to rotation), while
the key is being held down. As soon as the key is released,
it returns to the original manipulator. This option gives the
ability to use the edit sphere like people are used to, but takes
care of accidentally moving or being unable to select the ring or
line when both translation and rotation manipulators are shown
This should give everyone a wide array of options, for both
functionality and personal tastes, to get around any problems with
selecting the wrong channel with the edit sphere, or optional
methods for the edit sphere to work similar to other programs with
mouse button channels. Mouse button channels can only respond if
the mouse is clicked inside of the edit sphere area. This is
because a right mouse button in the world normally brings up the
You are now able to use CTRL + number key to add
the channel to a multi-selection or remove it.
Fixed a crash with some image sequences which
occurred when the width of the image wasn't aligned to a 32bit
boundary. (See also Images in the
new features section above for other fixes.)
Dope Sheet Fix
Fixed a potential crash when trying select items
in the dope sheet.
Text Controls Fix
Inserting text into text controls of lists by
double clicking on the list item, is fixed. It had been
broken in a recent version.
Soft-body collision with two effects using the
same collision object fixed.
Particle distances are clamped to avoid particles
with huge accelerations from going beyond the limit of space.
Anti-aliasing now clips values above 1.0 to
guarantee correct colors within
8bit per channel image formats.
Shader Menu Fix
Fixed a problem with the shader menus, where they
didn't scroll if they were bigger than the screen height. Now
it generates a branch
that says "more >>" after every 20 shaders,
so that they fit on the screen.
All parameters should now be copied over when
copying/pasting a material.