import geometry - update geometry doesn't work if you have new grouping

Started by wayneheim, April 17, 2015, 06:41:42 AM

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wayneheim

Very frustrated by the fact that if you have a part in a scene and you take that part and place it into a new group, then if you go to update that part it will not update correctly. Some times it works if you move the part back to the root directory. Other times it re-imports the part in it's default location, not where you had it set up in the scene. I am working with igs files if that makes any difference.

Wayne

jeffw

I also notice that if you rename the part or top level assembly it does not update but adds it as a new part/assembly. We have ungodly long file names so I rename them which precludes updating.

guest84672

There is no way for us to keep track of all the regrouping, restructuring and renaming. That's why we issue the warning that "update geometry may no longer work when you regroup".

KS-Nulpe


To me, this is a major issue, too.

I don't really see why this seems to be unsolveable. It could even be a dialogue on import that lists reassigned objects and enables the user to individually ignore or respect reassignment (and deal with new or unassigned objects in the process).

Could you elaborate, why this seems to be a necessity on an implementational level?

btw.: I do not recall having seen the warning about the updated geometry no longer working after regrouping.
(KS 5.2.10 with Solid Edge ST7)

guest85682


syrom


Will Gibbons

If I understand correctly, it's like moving or renaming a file within a directory and asking a computer program to know where it is... I work in InDesign all the time and in order to keep files small, it inserts images as links instead of actually embedding them into the file. Now, if you go and move or rename a file on your computer, then InDesign will not know where to find it because it's still looking for the old file name.

To get around this would require some functions that make copies of your geometry files with new names, then somehow link them to the original 3d files. Once updating your original 3d files though, how is your (theoretically) duplicated keyshot geometry supposed to know what changed? To me, this would be a complex feature to add.

But I am not a developer, so I could be wrong.

sethcshort

Sorry to resurrect an old thread, but I'm using the latest version of Keyshot 6 and I'm having this same problem.

The fact that this error happens without warning is a bit frustrating. I've spent several hours overall having to re-import, re-place, re-group, and re-texture objects over and over again. I wish I'd known that moving/naming them back to the original import settings would fix the issue.

Is there a plan for the Update feature to eventually work similar to other applications do? I.e., update will replace the object regardless of name or where it is in the heirarchy?

Robb63

Quote from: Will Gibbons on October 25, 2015, 08:45:15 AM
If I understand correctly, it's like moving or renaming a file within a directory and asking a computer program to know where it is... I work in InDesign all the time and in order to keep files small, it inserts images as links instead of actually embedding them into the file. Now, if you go and move or rename a file on your computer, then InDesign will not know where to find it because it's still looking for the old file name.

I'm not sure about InDesign, but I know in Illustrator if this happens you do get a dialog box that will allow you to "relink", or find the missing items. This sounds a lot like what is being discussed elsewhere in this thread.

LayC42

Maybe this small trick could help.
- open the current scene and create a material template (pro feature) sensitive to the parts name.
- delete or hide all old geometry from the scene tree
- import your new geometry with add to current scene option and use the last material template.
- now you can mix the old structure with the new one or use copy & paste.

Hope that helps

sethcshort

LayC, that's fine if you haven't moved the object in the scene... but I've usually done some move/rotation to the objects before rendering, so when I want to update the model using your process, I'd have to repeat those same moves/rotates on each new model.

I've done this before by leaving the old object in the scene and then going into Position on each object and laboriously copy-pasting the values from those 6-9 fields from one object to another... but as you can imagine, this is not something I want to have to do over and over again.