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===[COMMITTED]=== Animations


Alexandermb
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Missing file 'art/animation/biped/new/death_a.dae' referenced by: 'public/art/variants/biped/fisher/base.xml'
Missing file 'art/animation/biped/new/death_b.dae' referenced by: 'public/art/variants/biped/fisher/base.xml'
Missing file 'art/animation/biped/new/death_rider_elephant_african.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/variants/biped/rider/elephantry/african_turret_death.xml', 'public/art/variants/biped/rider/elephantry/african_turret_death.xml'
Missing file 'art/animation/biped/new/death_rider_elephant_asian.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/variants/biped/rider/elephantry/asian_turret_death.xml', 'public/art/variants/biped/rider/elephantry/asian_turret_death.xml'
Missing file 'art/animation/biped/new/hoplite_idle_relax.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml'
Missing file 'art/animation/biped/new/onager_attack_a.dae' referenced by: 'public/art/actors/units/romans/onager_operator_a.xml'
Missing file 'art/animation/biped/new/onager_attack_b.dae' referenced by: 'public/art/actors/units/romans/onager_operator_b.xml'
Missing file 'art/animation/biped/new/onager_attack_c.dae' referenced by: 'public/art/actors/units/romans/onager_operator_c.xml'
Missing file 'art/animation/biped/new/onager_idle_a.dae' referenced by: 'public/art/actors/units/romans/onager_operator_a.xml'
Missing file 'art/animation/biped/new/onager_idle_b.dae' referenced by: 'public/art/actors/units/romans/onager_operator_b.xml'
Missing file 'art/animation/biped/new/onager_idle_c.dae' referenced by: 'public/art/actors/units/romans/onager_operator_c.xml'
Missing file 'art/animation/biped/new/pike_idle_relax.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/units/mauryas/hero_chariot_archer_ashoka_r_parasol.xml'
Missing file 'art/animation/biped/rider/cavalry/spearman/attack_shield_stab_reverse_d.dae' referenced by: 'public/art/variants/biped/rider/cavalry/base_spearman_shield_reverse_attack.xml'
Missing file 'art/textures/skins/props/shield/aspis_spart_lambda_07.png' referenced by: 'public/art/variants/shields/spart_aspis_h_01.xml'

 

Do you know whether the remaining not updated anims will trigger errors because of missing bones / extra bones ?

Until we have them all replaced we can't close #4460. You did an astounding work though, so cheers !

 

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6 minutes ago, Stan` said:

Only a few to go


Missing file 'art/animation/biped/new/death_a.dae' referenced by: 'public/art/variants/biped/fisher/base.xml'
Missing file 'art/animation/biped/new/death_b.dae' referenced by: 'public/art/variants/biped/fisher/base.xml'
Missing file 'art/animation/biped/new/death_rider_elephant_african.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/variants/biped/rider/elephantry/african_turret_death.xml', 'public/art/variants/biped/rider/elephantry/african_turret_death.xml'
Missing file 'art/animation/biped/new/death_rider_elephant_asian.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/variants/biped/rider/elephantry/asian_turret_death.xml', 'public/art/variants/biped/rider/elephantry/asian_turret_death.xml'
Missing file 'art/animation/biped/new/hoplite_idle_relax.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml'
Missing file 'art/animation/biped/new/onager_attack_a.dae' referenced by: 'public/art/actors/units/romans/onager_operator_a.xml'
Missing file 'art/animation/biped/new/onager_attack_b.dae' referenced by: 'public/art/actors/units/romans/onager_operator_b.xml'
Missing file 'art/animation/biped/new/onager_attack_c.dae' referenced by: 'public/art/actors/units/romans/onager_operator_c.xml'
Missing file 'art/animation/biped/new/onager_idle_a.dae' referenced by: 'public/art/actors/units/romans/onager_operator_a.xml'
Missing file 'art/animation/biped/new/onager_idle_b.dae' referenced by: 'public/art/actors/units/romans/onager_operator_b.xml'
Missing file 'art/animation/biped/new/onager_idle_c.dae' referenced by: 'public/art/actors/units/romans/onager_operator_c.xml'
Missing file 'art/animation/biped/new/pike_idle_relax.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/units/mauryas/hero_chariot_archer_ashoka_r_parasol.xml'
Missing file 'art/animation/biped/rider/cavalry/spearman/attack_shield_stab_reverse_d.dae' referenced by: 'public/art/variants/biped/rider/cavalry/base_spearman_shield_reverse_attack.xml'
Missing file 'art/textures/skins/props/shield/aspis_spart_lambda_07.png' referenced by: 'public/art/variants/shields/spart_aspis_h_01.xml'

 

Do you know whether the remaining not updated anims will trigger errors because of missing bones / extra bones ?

Until we have them all replaced we can't close #4460. You did an astounding work though, so cheers !

 

Depends if the collada/animation engine uses the whole mesh computation for each animation instead of just the bones location and rotation.

However another quick fix would be just like i've did with the fisherman, import the animation select the action in the fixed armature/mesh and re-export it again. Mostly for generic non important animations.

I will add onager on the blendfile just like i've added the siege engines and re-export again the onagers infantry

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1 minute ago, Alexandermb said:

However another quick fix would be just like i've did with the fisherman, import the animation select the action in the fixed armature/mesh and re-export it again. Mostly for generic non important animations.

Yeah that works, I was planning to do that for everything we didn't have a blend file for :)

1 minute ago, Alexandermb said:

Depends if the collada/animation engine uses the whole mesh computation for each animation instead of just the bones location and rotation.

It will still crash in debug if anims have duplicated vertex groups.

2 minutes ago, Alexandermb said:

I will add onager on the blendfile just like i've added the siege engines and re-export again the onagers infantry

Thanks ♥

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12 minutes ago, Stan` said:

Yeah that works, I was planning to do that for everything we didn't have a blend file for :)

It will still crash in debug if anims have duplicated vertex groups.

Thanks ♥

Mind upload this :D?  https://drive.google.com/open?id=124xRLST4s6yvqRkX7QF8IkB3TqiEQkIy

Blendfile with onager engine inside the file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL

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Some of the newer animations aren't as good as @Enrique's originals. The archer idle, for instance, the right arm is tucked in strangely. The hoplite attacks are now more cartoony. Hoplite idle, the spear is stuck into the ground at a weird angle. Things of that nature.

Edited by wowgetoffyourcellphone
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13 minutes ago, wowgetoffyourcellphone said:

Some of the newer animations aren't as good as @Enrique's originals. The archer idle, for instance, the right arm is tucked in strangely. The hoplite attacks are now more cartoony. Hoplite idle, the spear is stuck into the ground at a weird angle. Things of that nature.

Can you fix that @Alexandermb ? I hope it's just update sheananigans.

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about updating all ("all" = "new" units):

In the .dae *animation* files, you will find the same block as in the .dae *mesh* file.

And #4460 is one third of the issue. The other main issue is that the old meshes (with 39 (42 with the 3 dupes) vertices groups were used despite we have in the repo the ones with 42 (45 with the 3 dupes) vertices groups): two different sources files were used.  It made impossible to script fixes the duplicated vertices issues (ie the *Name_array* list of vertices, the *float_array* matrix, the *v* vertex weights).

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9 minutes ago, fatherbushido said:

about updating all ("all" = "new" units):

In the .dae *animation* files, you will find the same block as in the .dae *mesh* file.

And #4460 is one third of the issue. The other main issue is that the old meshes (with 39 (42 with the 3 dupes) vertices groups were used despite we have in the repo the ones with 42 (45 with the 3 dupes) vertices groups): two different sources files were used.  It made impossible to script fixes the duplicated vertices issues (ie the *Name_array* list of vertices, the *float_array* matrix, the *v* vertex weights).

Well yeah but they all cause the crash which is what #4460 is about, isn't it ?

So once they are all replaced with 42 vertex grouped meshes all is fine, isn't it ?

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2 minutes ago, fatherbushido said:

For the first point, I would say #4460 is the top of the iceberg. AlexanderMB's job is adressing more than it. If it was only the 3 duplicated vertices groups, we could have done it (for the meshes and the anims).

Cool ! Can't wait for this to be over :D

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I will give an example of the total mismatch. It's the last time I repeat it!

For example before the recent commits:

actors/units/athenians/ballista_infantry_b uses the mesh meshes/skeletal/new/m_armor_tunic_short.dae and the animation animation/biped/new/lithobolos_attack_b.dae

In the mesh file you will find:

  <library_controllers>
    <controller id="Armature_m_armor_tunic_short-skin" name="Armature">
      <skin source="#Cube_010-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Armature_m_armor_tunic_short-skin-joints">
          <Name_array id="Armature_m_armor_tunic_short-skin-joints-array" count="45">spine chest neck knee_R hip spine spine1 chest shoulder_L arm_L forearm_L hand_L neck head shoulder_R arm_R forearm_R hand_R thigh_L leg_L foot_L thigh_R leg_R foot_R knee_L handIK_L handIK_R footIK_L footIK_R finger_L fingertip_L finger_R fingertip_R helmet neck_guard weapon_R projectile shield_arm shield weapon_L weapon_bow ammo cape1 cape2 cape3</Name_array>
          <technique_common>
            <accessor source="#Armature_m_armor_tunic_short-skin-joints-array" count="45" stride="1">
              <param name="JOINT" type="name"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Armature_m_armor_tunic_short-skin-bind_poses">
          <float_array id="Armature_m_armor_tunic_short-skin-bind_poses-array" count="720">1 2.14943e-7 0 -2.12759e-7 0 -0.395125 0.9186274 -2.194502 2.33983e-7 -0.9186273 -0.3951252 0.9092929 0 0 0 1 1 3.3536e-7 0 3.11587e-7 0 0.2769021 0.9608981 -2.667034 3.49006e-7 -0.9608982 0.276902 -0.8927832 0 0 0 1 1 1.82243e-7 0 -3.53421e-7 0 -0.4520862 0.8919742 -3.168249 2.04315e-7 -0.8919743 -0.4520863 1.729792 0 0 0 1 -1 0 0 -0.6688504 0 -1 0 -2.524968 0 0 1 -1.247289 0 0 0 1 1 4.42032e-7 0 -1.35543e-7 0 -0.1304006 0.9914613 -2.172789 4.45839e-7 -0.9914613 -0.1304008 0.3040181 0 0 0 1 1 2.14943e-7 0 -2.12759e-7 0 -0.395125 0.9186274 -2.194502 2.33983e-7 -0.9186273 -0.3951252 0.9092929 0 0 0 1 1 3.05619e-7 0 0 0 -0.04812419 0.9988415 -2.55182 3.05973e-7 -0.9988414 -0.04812431 0.01599925 0 0 0 1 1 3.3536e-7 0 3.11587e-7 0 0.2769021 0.9608981 -2.667034 3.49006e-7 -0.9608982 0.276902 -0.8927832 0 0 0 1 0.287643 9.39889e-7 0.9577378 -3.380859 0.9577381 0 -0.2876431 0.9444184 -2.7474e-7 1 -7.58097e-7 -0.06118291 0 0 0 1 0.9393751 0.003674328 0.3428719 -1.570538 0.3428751 -1.89675e-4 -0.939381 3.047089 -0.003386557 0.9999932 -0.001437842 -0.05483776 0 0 0 1 0.8784183 0.4009551 0.2600319 -1.320572 0.4107524 -0.3553413 -0.839652 2.14959 -0.2442626 0.8443741 -0.4768311 1.45937 0 0 0 1 0.9909687 0.02858322 0.1310137 -1.178849 0.1340512 -0.1859978 -0.9733628 2.116938 -0.003453552 0.9821344 -0.1881495 0.5958372 0 0 0 1 1 1.82243e-7 0 -3.53421e-7 0 -0.4520862 0.8919742 -3.168249 2.04315e-7 -0.8919743 -0.4520863 1.729792 0 0 0 1 1 2.35974e-7 0 -1.34853e-7 0 -0.1428489 0.9897444 -3.730644 2.38419e-7 -0.9897446 -0.1428492 0.5656132 0 0 0 1 0.287643 -9.04869e-7 -0.9577378 3.380859 -0.9577378 0 -0.2876431 0.9444181 2.51457e-7 1 -7.33882e-7 -0.06118303 0 0 0 1 0.938903 -0.03197401 -0.3426939 1.571461 -0.3428748 -1.89674e-4 -0.9393812 3.04709 0.02997082 0.9994886 -0.011141 -0.01036745 0 0 0 1 0.8784183 -0.4009551 -0.2600319 1.320572 -0.4107519 -0.3553413 -0.8396521 2.14959 0.2442627 0.8443741 -0.4768313 1.45937 0 0 0 1 0.9909687 -0.0285831 -0.1310137 1.178849 -0.1340508 -0.1859977 -0.9733629 2.116939 0.003453552 0.9821344 -0.1881494 0.595837 0 0 0 1 0.9971118 0.0411008 0.06382858 -0.3717586 0.06153184 0.05492097 -0.9965931 2.291003 -0.0444715 0.9976409 0.05223268 -0.08886313 0 0 0 1 0.9962671 0.02831554 0.08152061 -0.3931117 0.07639628 0.1499676 -0.9857351 1.201837 -0.04014229 0.9882819 0.1472445 -0.2082996 0 0 0 1 0.9991911 0.03988754 0.004649221 -0.3867005 0.04007995 -0.9829922 -0.1792006 0.2113489 -0.002577781 0.179243 -0.9838014 0.09073275 0 0 0 1 0.9977532 -0.02369964 -0.06267827 0.3696251 -0.0613017 0.05491638 -0.9966074 2.291089 0.02705949 0.9982109 0.05334055 -0.09534257 0 0 0 1 0.9964933 -0.02186059 -0.08077591 0.3917655 -0.07661247 0.1499719 -0.9857177 1.201752 0.0336607 0.9884498 0.1477714 -0.2108536 0 0 0 1 0.9994336 -0.03345239 -0.003908455 0.385365 -0.03360819 -0.9831439 -0.1797244 0.2138954 0.002169549 0.1797536 -0.9837092 0.09046161 0 0 0 1 -1 0 0 0.6688504 0 -1 0 -2.524968 0 0 1 -1.247289 0 0 0 1 0.9909684 0.02504068 0.1317363 -1.181089 0.1340951 -0.1850526 -0.9735369 2.117454 1.19209e-7 0.9824094 -0.186739 0.5895367 0 0 0 1 0.9909684 -0.02504068 -0.1317363 1.181089 -0.1340951 -0.1850526 -0.9735369 2.117454 -1.19209e-7 0.9824094 -0.186739 0.5895367 0 0 0 1 1 0 1.87627e-7 -0.3781533 0 -0.9832279 -0.1823811 0.2269643 1.90828e-7 0.1823811 -0.9832303 0.08903545 0 0 0 1 1 0 1.87627e-7 0.3781533 0 -0.9832279 -0.1823811 0.2269643 1.90828e-7 0.1823811 -0.9832303 0.08903563 0 0 0 1 0.4344687 -0.04534167 -0.8995451 1.503286 -0.9006618 -0.01438194 -0.4342827 1.742836 0.006753921 0.9988681 -0.047086 0.2903405 0 0 0 1 -0.7041509 -0.06248223 -0.707296 2.034326 -0.7100499 0.06357753 0.7012757 -0.8618078 0.001150906 0.996019 -0.08913356 0.3817144 0 0 0 1 0.4344688 0.04534167 0.899545 -1.503286 0.9006615 -0.01438188 -0.4342829 1.742836 -0.006753921 0.998868 -0.04708594 0.2903404 0 0 0 1 -0.7041512 0.06248217 0.707296 -2.034326 0.7100494 0.06357753 0.7012757 -0.8618078 -0.001150846 0.996019 -0.08913356 0.3817144 0 0 0 1 1 0 -2.54658e-7 9.34372e-7 0 0.995009 0.09978646 -0.4116541 2.55936e-7 -0.09978628 0.9950088 -3.650782 0 0 0 1 -1 -4.24782e-6 1.32428e-5 -4.49071e-5 1.32257e-6 -0.9769442 -0.2134971 0.7948855 1.38444e-5 -0.2134966 0.9769439 -3.319635 0 0 0 1 0.9976056 0.053779 -0.04353058 0.9408646 0.03959012 0.07228577 0.996598 -2.10964 0.05674749 -0.9959357 0.06998395 -0.2883327 0 0 0 1 -0.9650604 -0.2211883 0.1404789 -1.140928 0.1263862 0.07669812 0.9890116 -2.011099 -0.2295274 0.9721962 -0.04606425 0.1245496 0 0 0 1 -0.06771099 0.4756745 0.8770117 -2.150468 -0.91925 -0.371423 0.1304808 0.5644125 0.3878086 -0.7973574 0.4624127 -1.513893 0 0 0 1 0.001626014 0.9971761 -0.07508188 0.3392872 -0.9960319 -0.005065977 -0.088853 1.192893 -0.08898276 0.07492846 0.9932109 -2.079282 0 0 0 1 0.9976006 -0.0537787 0.0435304 -0.9408597 -0.03958922 0.07228726 0.9965978 -2.10964 -0.05673438 -0.9959285 0.06998395 -0.2883423 0 0 0 1 -0.9910591 0.03321123 -0.1292247 1.102802 -0.1263877 0.07669717 0.9890114 -2.008426 0.04275608 0.9964915 -0.07181441 0.4128704 0 0 0 1 -0.9924284 -0.01265764 -0.1221716 1.047871 0.121803 0.02667665 -0.9921959 2.038832 0.01581799 -0.9995639 -0.02493292 -0.3513607 0 0 0 1 1 2.35693e-7 0 -2.07572e-7 0 0.1507793 -0.9885675 3.314852 -2.38418e-7 0.9885672 0.1507796 -0.8706204 0 0 0 1 1 2.38226e-7 0 0 0 -0.04023587 -0.9991902 2.762926 -2.38418e-7 0.9991898 -0.04023569 -0.3508885 0 0 0 1 1 2.37876e-7 0 -1.37026e-7 0 0.06743198 -0.9977239 2.050828 -2.38418e-7 0.9977235 0.06743228 -0.5747291 0 0 0 1</float_array>
          <technique_common>
            <accessor source="#Armature_m_armor_tunic_short-skin-bind_poses-array" count="45" stride="16">
              <param name="TRANSFORM" type="float4x4"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Armature_m_armor_tunic_short-skin-weights">
          <float_array id="Armature_m_armor_tunic_short-skin-weights-array" count="863">0.4134129 0.001426577 0.5363923 0.04876816 0.4374582 0.01171314 0.4143561 0.05360114 0.08287119 0.1970391 0.1746947 0.6282661 0.1175476 0.8761616 0.006290733 0.7782706 0.04198044 0.03365463 0.1460943 0.4712145 0.1833887 0.3453968 0.09810823 0.3551576 0.07528626 0.1452803 0.3261675 0.060386 0.8572736 0.04128056 0.04105973 0.07760077 0.08385443 0.8385447 0.007006168 0.008582592 0.9460692 0.03834193 0.3665275 0.02703213 0.4388321 0.07984173 0.0877664 0.5572077 0.1442596 0.2956544 0.002878367 0.1546645 0.6557123 0.07046264 0.05897778 0.0601828 1 1 0.06046003 0.9395399 0.008328855 0.9916712 1 0.9346998 0.06530016 1 0.935952 0.06404799 1 1 1 0.7332533 0.2667467 0.8457552 0.1542448 0.7518083 0.2481916 0.8985307 0.1014693 0.835431 0.1645691 0.8461078 0.1538922 0.2757021 0.7242978 0.07520222 0.9247978 0.2641686 0.7358315 1 0.171066 0.828934 0.1547093 0.8452906 0.03326129 0.9667388 1 0.02396106 0.9760389 1 1 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          <technique_common>
            <accessor source="#Armature_m_armor_tunic_short-skin-weights-array" count="863" stride="1">
              <param name="WEIGHT" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Armature_m_armor_tunic_short-skin-joints"/>
          <input semantic="INV_BIND_MATRIX" source="#Armature_m_armor_tunic_short-skin-bind_poses"/>
        </joints>
        <vertex_weights count="391">
          <input semantic="JOINT" source="#Armature_m_armor_tunic_short-skin-joints" offset="0"/>
          <input semantic="WEIGHT" source="#Armature_m_armor_tunic_short-skin-weights" offset="1"/>
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        </vertex_weights>
      </skin>
    </controller>
  </library_controllers>

While in the animation file, you'll find:

  <library_controllers>
    <controller id="Biped_m_armor_tunic_short-skin" name="Biped">
      <skin source="#Cube_010-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Biped_m_armor_tunic_short-skin-joints">
          <Name_array id="Biped_m_armor_tunic_short-skin-joints-array" count="42">spine chest neck knee_R hip spine spine1 chest shoulder_L arm_L forearm_L hand_L neck head shoulder_R arm_R forearm_R hand_R thigh_L leg_L foot_L thigh_R leg_R foot_R knee_L handIK_L handIK_R footIK_L footIK_R finger_L fingertip_L finger_R fingertip_R helmet neck_guard weapon_R projectile shield_arm shield weapon_L weapon_bow ammo</Name_array>
          <technique_common>
            <accessor source="#Biped_m_armor_tunic_short-skin-joints-array" count="42" stride="1">
              <param name="JOINT" type="name"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Biped_m_armor_tunic_short-skin-bind_poses">
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773 17 774 31 775 31 776 16 777 31 778 16 779 31 780 31 781 31 782 31 783 4 784 18 785 18 786 18 787 4 788 18 789 19 790 18 791 19 792 21 793 4 794 21 795 21 796 21 797 4 798 21 799 22 800 21 801 22 802 18 803 21 804 18 805 21 806 18 807 4 808 18 809 19 810 21 811 22 812 4 813 18 814 19 815 21 816 22 817 4 818 18 819 19 820 21 821 22 822 18 823 21 824 8 825 9 826 1 827 8 828 9 829 1 830 8 831 9 832 1 833 8 834 9 835 1 836 8 837 9 838 14 839 15 840 1 841 14 842 15 843 1 844 14 845 15 846 1 847 14 848 15 849 1 850 14 851 15 852 0 853 1 854 6 855 14 856 15 857 0 858 1 859 6 860 8 861 9 862</v>
        </vertex_weights>
      </skin>
    </controller>
  </library_controllers>

 

Why?

Because there were experimental new meshes in r151915 (sources probably in r18137, r18138, r18971)

And stable new meshes in r19061 (sources probably in r19137)

And files in r20483, r20545 (among others, I gave lists) uses anim files based on the experimental new meshes (while those meshes don't exist anymore).

So the really annoying things is those "broken" .dae (mismatch between mesh and anims) which results of different sources files lying around.

Edited by fatherbushido
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@Alexandermb According to this  nice little regexp :

skin-joints-array" count="(?!48)

(The latest model you uploaded have 48 vertex groups)

You have 79/410 (19,3%) files that needs to be updated, including (sorry) some that you already have updated after I commit the onager changes ...

public\art\animation\biped\camel_rider_archer_attack_capture.dae
public\art\animation\biped\camel_rider_archer_attack_hip.dae
public\art\animation\biped\camel_rider_archer_attack_right.dae
public\art\animation\biped\camel_rider_archer_death.dae
public\art\animation\biped\camel_rider_archer_idle_relax.dae
public\art\animation\biped\camel_rider_archer_run.dae
public\art\animation\biped\camel_rider_archer_trot_relax.dae
public\art\animation\biped\camel_rider_attack_slaughter.dae
public\art\animation\biped\camel_rider_carry_meat_idle.dae
public\art\animation\biped\camel_rider_carry_meat.dae
public\art\animation\biped\camel_rider_gather_meat.dae
public\art\animation\biped\camel_rider_javelinist_attack_bag.dae
public\art\animation\biped\camel_rider_javelinist_death.dae
public\art\animation\biped\camel_rider_javelinist_idle_relax.daea
public\art\animation\biped\camel_rider_javelinist_trot_relax.dae
public\art\animation\biped\camel_rider_promotion.dae
public\art\animation\biped\elephant_hero_maurya_attack.dae
public\art\animation\biped\elephant_hero_maurya_death.dae
public\art\animation\biped\elephant_hero_maurya_idle.dae
public\art\animation\biped\elephant_hero_maurya_walk.dae
public\art\animation\biped\elephant_rider_archer_attack_1.dae
public\art\animation\biped\elephant_rider_archer_attack_2.dae
public\art\animation\biped\elephant_rider_archer_attack_3.dae
public\art\animation\biped\elephant_rider_archer_death_1.dae
public\art\animation\biped\elephant_rider_archer_death_2.dae
public\art\animation\biped\elephant_rider_archer_death_3.dae
public\art\animation\biped\elephant_rider_archer_idle_1.dae
public\art\animation\biped\elephant_rider_archer_idle_2.dae
public\art\animation\biped\elephant_rider_archer_idle_3.dae
public\art\animation\biped\elephant_rider_archer_walk_1.dae
public\art\animation\biped\elephant_rider_archer_walk_2.dae
public\art\animation\biped\elephant_rider_archer_walk_3.dae
public\art\animation\biped\elephant_rider_attack_ready_shield_1.dae
public\art\animation\biped\elephant_rider_attack_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_attack_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_attack_ready_shield.dae
public\art\animation\biped\elephant_rider_death_ready_shield_1.dae
public\art\animation\biped\elephant_rider_death_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_death_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_death_ready_shield.dae
public\art\animation\biped\elephant_rider_idle_ready_shield_1.dae
public\art\animation\biped\elephant_rider_idle_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_idle_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_idle_ready_shield.dae
public\art\animation\biped\elephant_rider_walk_ready_shield_1.dae
public\art\animation\biped\elephant_rider_walk_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_walk_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_walk_ready_shield.dae
public\art\animation\biped\fisher\fisherman_death.dae
public\art\animation\biped\fisher\fisherman_gather.dae
public\art\animation\biped\fisher\fisherman_idle_1.dae
public\art\animation\biped\fisher\fisherman_idle_2.dae
public\art\animation\biped\fisher\fisherman_idle_3.dae
public\art\animation\biped\fisher\fisherman_row.dae
public\art\animation\biped\gatherer\gather_fruit.dae
public\art\animation\biped\gatherer\idle_carry_ore_m.dae
public\art\animation\biped\infantry\knife\attack_melee_knife_a.dae
public\art\animation\biped\infantry\knife\attack_melee_knife_b.dae
public\art\animation\biped\infantry\knife\attack_melee_knife_c.dae
public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_a.dae
public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_b.dae
public\art\animation\biped\infantry\spearman\idle_ready_shield.dae
public\art\animation\biped\infantry\spearman\idle_ready_spear.dae
public\art\animation\biped\infantry\spearman\run_ready_shieldsmall.dae
public\art\animation\biped\infantry\spearman\run_ready.dae
public\art\animation\biped\maur_trader_death.dae
public\art\animation\biped\maur_trader_idle.dae
public\art\animation\biped\maur_trader_move_a.dae
public\art\animation\biped\maur_trader_move_b.dae
public\art\animation\biped\maur_trader_move_c.dae
public\art\animation\biped\new\death_rider_elephant_african.dae
public\art\animation\biped\new\death_rider_elephant_asian.dae
public\art\animation\biped\rider\cavalry\archer\idle_carry_meat.dae
public\art\animation\biped\rider\cavalry\dismount.dae
public\art\animation\biped\rider\cavalry\mount.dae
public\art\animation\biped\rider\cavalry\spearman\gallop_shield.dae
public\art\meshes\skeletal\new\f_tunic_short.dae
public\art\meshes\skeletal\new\m_dress.dae
public\art\meshes\skeletal\new\m_hero_tunic.dae

EDIT: Added the two missing animations.

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One would have to clean and make consistent your source files too: https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes%20and%20animations/skeletal/units/New%20units%20blends

Also, it's irrelevant and not important, but it seems that most of Alexander's files have internal id "Biped_*" (like the first enrique's experiment) and not "Armature_*", have you an idea why?

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15 minutes ago, fatherbushido said:

I don't think we have naming conventions for those, any suggestions ?

15 minutes ago, fatherbushido said:

Also, it's irrelevant and not important, but it seems that most of Alexander's files have internal id "Biped_*" (like the first enrique's experiment) and not "Armature_*", have you an idea why?

Yeah, this way armature are different between objects, so for instance boar will have something like boar or boar_armature, which helps distinguishing it from the rest of the armatures (Could maybe used to do some grepping in the future) This is an arbitrary choice though. By default 3Dsmax names humanoid skeletons biped.

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13 minutes ago, Stan` said:

I don't think we have naming conventions for those, any suggestions ?

No...

- There is the blend1 remaining (the replaced one).

- Also I don't remember if "Animations main file" covers what is covered in the other ones.

- But my point was that the new one should be included and that the others should be ripped so that there is only one source (sic) of information.

 

13 minutes ago, Stan` said:

Yeah, this way armature are different between objects, so for instance boar will have something like boar or boar_armature, which helps distinguishing it from the rest of the armatures (Could maybe used to do some grepping in the future) This is an arbitrary choice though. By default 3Dsmax names humanoid skeletons biped.

Biped sounds a better name indeed. My wonder was to know which source files he based his work on (because enrique added differents files and the last ones used "Armature_*" ids).

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7 minutes ago, fatherbushido said:

- But my point was that the new one should be included and that the others should be ripped so that there is only one source (sic) of information.

Agreed.

7 minutes ago, fatherbushido said:

Biped sounds a better name indeed. My wonder was to know which source files he based his work on (because enrique added differents files and the last ones used "Armature_*" ids).

The most recent IIRC, but then Alexandermb tweaked them to add new prop points and whatnot and also changed the armature names.

 

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  • Alexandermb changed the title to ===[COMMITTED]=== Animations

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