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    410 result(s) matching "", (0.01 seconds)
    Woland Preload actor starts movie audio

    @dillthekraut

    Can you send us the file via ticket? I'd be interested to check this out.

    Troubleshooting and Bug Reports •
    Woland [ANSWERED] Prevent trigger on scene load

    You may find these helpful:

    delay-gate-user-actors.zip

    How To... ? •
    D Preload actor starts movie audio

    @juriaan

    no, as I wrote. I even deleted every single actor ("select all", del).
    The issue was solved as soon as i separated the preload actor from the enter scene actor (which was triggering it through a 3sec trigger delay).

    Troubleshooting and Bug Reports •
    Juriaan Preload actor starts movie audio

    @dillthekraut

    And you had no source in the scene at all that would cause this mystery sound to be audible ? Like a movie player or an audio player ?

    Troubleshooting and Bug Reports •
    D Preload actor starts movie audio

    Hello guys,

    I recognised some 'special behaviour', when using a preload scene actor is used.

    I was confused, because some audio from a video, part of the project, was runnig in the background, when a specific scene was loaded. But couldn't find any player active. Even deleting all actors from the scene didn't stop this sound. No other scene has been activ in the background as well.

    Only after some trial and error, I identified the scene preload actor, whitch seems not only preloading, but playing the clip in the background once triggert.

    Is this wanted behaviour?

    I'm am on Win11
    Isadora 4.5.1 VST

    Dill

    Troubleshooting and Bug Reports •
    jfg [ANSWERED] 3ds files from Blender to Isadora

    @bonemap

    Thanks a lot. Promise next time I will ask AI directly to save your time.

    I think my problem is point 8. I will try to solve it.

    Again thanks a lot

    Best regards

    Jean-François 

    How To... ? •
    bonemap [ANSWERED] 3ds files from Blender to Isadora

    @jfg

    I have come across this rendering issue often. Have a look at my Part 2 below to assist with your texture issue. Following is a checklist of the 3ds legacy file format limitations and how to solve issues associated with them:

    When using legacy .3ds files in Isadora, texture and geometry breaks are almost always caused by the format’s rigid, 1990s DOS-era nomenclature limitations. Because Isadora parses the .3ds file strictly by its internal chunk hierarchy, if the embedded links or geometric structures violate these old rules, the texture maps fail entirely or apply incorrectly.

    Here is a troubleshooting checklist tailored specifically for resolving image linking and face-mapping issues when bringing .3ds models into Isadora.

    Part 1: Texture Image Link & File Issues
    If Isadora throws an alert saying "the default texture image cannot be found," the link between the geometry and the image asset is broken.

    1. The "Beside the File" Rule

    • Check: Is the texture image file saved in the exact same directory as the .3ds file?
    • Why: The .3ds format usually strips absolute path maps (e.g., C:/Users/Name/Project/Texture.jpg). Isadora expects the texture path to be strictly local. Keep them side-by-side in the same folder before importing into Isadora.

    2. The 8.3 Character Limit (DOS Convention)

    • Check: Are both the image file name and its extension 8 characters or fewer? (e.g., woodtex1.jpg is valid; wooden_texture.jpeg will fail).
    • Why: In a .3ds payload, filenames longer than 8 characters are violently truncated upon export. If your file is named mycooltexture.jpg, the .3ds file might internally look for mycoolte.jpg. Isadora won't find it, causing the link to snap.
    • Fix: Rename the image to a short format, re-assign it to the material in your 3D software (like Blender or Cheetah 3d), and re-export. Keep everything lowercase to avoid cross-platform case-sensitivity bugs.

     
    3. Material Name Limits

    • Check: Ensure the name of the Material itself inside your 3D suite is under 16 characters (and ideally follows the short 8.3 layout).
    • Why: Overly complex material names (e.g., Material_Red_Glossy_Final) will corrupt the EDIT_MATERIAL chunk layout on export, preventing Isadora from mapping the image channel correctly.

    4. The "Placeholder" Rule

    • Check: Did you assign a dummy/placeholder texture to the object before exporting?
    • Why: The Isadora 3D Player or 3D Model Particles actors cannot accept live texture-map inputs or video streams unless a texture map was natively embedded during the 3D authoring process. If you export a blank, untextured material, Isadora completely omits the mapping coordinates data chunk, meaning you cannot dynamically drop video feeds onto the model later.


    Part 2: Texture Not Working Successfully on All Geometry Faces
    If your texture shows up on some faces but looks warped, stretched, missing, or invisible on others, the issue lies in the geometric structure constraints of the .3ds file.

    5. Non-Triangulated Geometry (The Poly-Count Flaw)

    • Check: Is your 3D model entirely composed of Triangles?
    • Why: The .3ds format does not support Quads (4-sided polygons) or N-gons (multi-sided polygons). It only understands the OBJ_TRIMESH data block, which forces a strict 3-vertex Face List structure. If you attempt to export quads, the exporter will try to auto-triangulate them, which often completely breaks or scrambles the associated UV texture coordinates on those newly split faces.
    • Fix: In your 3D modeling software, manually run a Triangulate operation on your mesh before initiating the .3ds export.

    6. Missing UV Unwrapping (Mapping Coordinates)

    • Check: Has the object been fully UV Unwrapped?
    • Why: If some faces are blank, the 0x4140 texture mapping coordinate sub-chunk is likely missing data for those specific vertices.
    • Fix: Switch your software to Edit/UV Mode, select all faces, and perform a clean UV Unwrap layout map. Ensure no faces are left unmapped.

    7. Inverted Normals (Backface Culling)

    • Check: Are all the polygon face Normals facing outward toward the camera?
    • Why: Isadora uses backface culling to save processing power. If a geometric face's normal is accidentally inverted (pointing inward), the face—and its texture—will appear entirely invisible or transparent in Isadora's 3D Stage.
    • Fix: In your 3D software, display face orientations, select the inverted geometry, and perform a Recalculate Normals or Flip Normals action before exporting.

    8. The 65,536 Face & Vertex Limit (Per-Mesh Constraint)

    • Check: Does your individual mesh object contain fewer than 65,536 vertices and fewer than 65,536 faces?
    • Why: In the .3ds chunk nomenclature, the data arrays for vertices (0x4110) and faces (0x4120) use a 2-byte (16-bit) unsigned integer to store indices. A 16-bit integer can only count up to exactly 65,535. If a single mesh exceeds this number, the index wraps back around to zero, causing massive data corruption. Isadora will either fail to render the excess faces, scramble the UV textures across randomly glitched faces, or crash entirely.
    • Fix: If your model is dense, you must split it up:
    1 In your 3D software, select your model and separate it into multiple, smaller mesh objects (e.g., Mesh_Part1, Mesh_Part2).
    2 Ensure each individual object component is well under the 65,535 vertex/face threshold.
    3 Export them together. The .3ds file format allows multiple distinct EDIT_OBJECT (0x4000) chunks, meaning you can have hundreds of thousands of polygons in the overall file, as long as no single object chunk exceeds the 16-bit limit.

    Thanks to AI for assisting to articulate this checklist quickly.

    Best WIshes

    Russell

    How To... ? •
    ray [ANSWERED] Combine two different patches?

    @dusx Thanks dusx

    How To... ? •
    DusX [ANSWERED] Help with OSC on a Timecore device

    @renegadeboy said:

    Timecore by Visual Productions

     It appears the unit has an API, supporting OSC as the easiest option.
    see: https://api.visualproductions....

    You should be able to connect it to your router via ethernet, and simply send OSC commands to it using the 'OSC Transmit' actor.
    TimeCore's TCP and UDP listening ports are configurable and default to port 7000.

    Interfacing •
    DusX VST scanning broke Isadora :(

    @theuhleese

    Please open a support request using the link in my signature. We are likely going to need to look more deeply at the specific VSTs you have.

    Troubleshooting and Bug Reports •
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