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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. Michael it is interesting you posted that comment today. It is your choice, of course.

    Coincidentally, I met a guy today at a Microsoft store (of all places - first time I've been in one) who is an animator that works in a variety of different 3D programs. He said he would be happy to take a look at the 3ds Max dude and get it into Blender. I'm going to send the files to him tonight to see what he can do with them. I was excited to come home and share this news with you all as I know you are very interested in this. :)

    A request though... could we move this topic to the development forum so that he could catch up on the challenge?

  2. Actually, I believe Zaggy has started using IK on his animations.

    Ok, that is good to know. Maybe I could work with Zaggy to get something working in Blender then?

    Peharps, Jason, If you get the time, maybe you could take a look in Blender? there are some prety foward begginer tutorials that may help you get started:

    http://sagefans.net/

    And related to Blender Rigging: http://www.blendergu...tion-to-rigging

    Thanks man! I'll check those out hopefully by the end of the month.

  3. Apologies, I just haven't been able to make this a priority - though I know many of you are very interested in furthering this.

    one that works ingame due to the engine/game restrictions? (like max bone number, strict hierarchy...)

    I'd recommend this option. A blender rig / template needs to be made based on these models:

    http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=234092 Snap these bones...

    http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=233126 to match this structure (if they don't already).

    Then take the prop points helpers in the second link and reconnect them to the bones in the first link.

    It is critical to keep the bone position and joint positions identical (which would make the number of bones identical). Otherwise the model vertex transforms won't be assigned to each bone correctly and sharing animation files between max, blender, and xsi exports will look like a moving blob of crumpled up paper. The name of the bones doesn't matter, this can be re-referenced in the skeleton.xml file later.

    IMHO an IK/FK rig isn't required. I'm assuming that whoever has been rigging and animating the blender animals in the game was doing so without one.

    I wish I knew blender like I know max. If I did, I think it would be pretty straight forward to set up.

  4. It has been a while since I gave a report. The current balance is $5,178.19.

    Philip's last payment for his second week of work was Dec 15th, 2011 and it looks like he is close to receiving another when he completes his day 15.

    A notable donor was Steven Fuchs who gave $500 on 1/29! Here is to you Steven :cheers:

  5. I couldn't agree more, esp when it's halted the development of the new path finder... :-(
    I respectfully disagree. 0 A.D. already is filling in a niche market as a free open source RTS (with a small number of competitors). If 0 A.D. could get on the Android it would be without comparison to any other strategy game available in that market. The Android community would eat that up, and surely run with this bringing more publicity and attention to the project - with the hope that more programmers/animators would be interested in joining as well.

    Also, people who volunteer on this game tend to do what they find to be fun and enjoyable work to them. Self satisfaction is often the greatest motivator to continue contributing. Philip obviously enjoys this and seems some benefit because if he didn't - he wouldn't be doing so. Perhaps he just needs a break from tedious pathfinding coding - only Philip can say for sure.

    I understand you guys have a plan and it is deviating, so that is a bit annoying - but I say, cut the guy a bit of slack ;)

    I too would like to see gameplay features implemented too, but there are more programmers on the team besides Philip aren't there?

    Oh, and don't just think phones - think tablets.

  6. Rotate the window 90 degress and fix the font rendering and that screen will look exactly like on PC. Still eager to see how broken the 3D stuff is though, and if the performance is even bearable.
    Sounds like a good excuse to implement Level of Detail in the game. Replace existing (now very high poly - by standards 5 years ago) models with low poly versions. Remove animations, and make units move around like chess pieces if needed. Use mip-mapping features, and change the defaults for shadows and water rendering.

    I'm sure you guys can get it to work, and it would be an awesome platform to add to list of compatible OSs.

  7. That looks a lot better than 2.6 :D Thanks!

    I can see where the prop points are attaching and the bones are actually in the right direction. I'm going to be on vacation and away from a computer for 10 days starting this next Thursday, but I'd like to try playing with those files when I get back. I see potential!

    It doesn't seem to work when exported from 2.6 back to a DAE and tested in Atlas, so it may be another dead end
    What kind of errors was it giving you?
  8. Ben, that sounds like a great suggestion. I attempted importing into 2.6 and I got this: http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=232869

    Those results in 2.6 are... not cool. Could you post a pic of how the bones look in 2.5 (I don't have that version of blender installed)?

    About the horse - I don't understand the difficulty of exporting a .dae file from Max (and all the Max horse animation files are in the art repository). I exported all the time... I thought it was pretty well documented here: http://trac.wildfiregames.com/wiki/ArtDesignDocument#a3dsMax . If it doesn't work, let me know how I can help out. Maybe nobody has max anymore?

  9. Eh.. I don't have that kind of free time :P It looks just like it looks in blender ;)

    When your talking about redoing animations I think there should be a serious commitment behind that. It is going to take some considerable time to do that (much more than it would take to make a common/cross compatible rig). If there isn't a commitment and proof that the feat is possible, I fear what has happened in the past will repeat itself. A decision is made to go a different direction (for one reason or another), then people who were behind that decision unfortunately have to leave the project due to other priorities... and then you end up in a worse place than when you started with a half completed transition. One step forward, but two steps back.

    The assumption is also being made that newer is going to be better. Until the team sees a side by side comparison of the old and new I wouldn't believe that assumption on the majority of the animations (some however are crap, for example the slinger attack which was intended to only be a place holder).

    But, that's just my advise. Ken Wood once said: "The fate of 0 A.D. is in the hands of those that have vision and perseverance" You guys are the ones actively making the game now (persevering) - so the choice and the repercussions are yours (y)

  10. what did your final skeletons.xml entries look like, Wijitmaker?
    Here you go, I've attached, just unzip into public/art and maintain folder structure.

    EDIT: On a side note, this blender animation will only work with the blender exported mesh. As I figured would happen, when you try to load this animation with one of our existing skeletal animations it turns the mesh into something that looks like a moving mass of crinkled up paper. This is because the rigify structure (bone lengths, coordinate location of the joints) doesn't match the 3ds Max and XSI structures we have been using for the game.

    So... the choices I see are 1) put forth just a little bit more effort to make blender's model conform the existing structures to make them compatible 2) use 2 separate sets of animations and models and don't worry about cross compatibility 3) toss 50+ old biped animations and redo them all using blender.

    art.zip

  11. Daniel, while you see if you can make any headway with Ben's suggestion...

    Fully rigified Armature animations. For export of rigified Armature animations

    • Select Bake Action. ( press space in 3d view and Type Bake Action )
    • If you have only the deform bones selected check "only selected". This will give smaller dae. Otherwise uncheck "Only Selected".
    • Check "Clear Constraints".
    • Bake Action.
    • Select the mesh and the deform bones. Then export to COLLADA while checking only selected option. ( Selecting only the Mesh and bones is not strictly necessary. Selecting and export only selected will give smaller dae.)

    I'll see if I can get a custom rig set up in blender by exporting through motion builder. It may be a long shot, but worth a try. Otherwise, I'd recommend creating a custom rig in Blender and not using rigify preset tools.
  12. Well, I updated and got the latest .exe after Ben fixed the divide by zero error. This is what you see now:

    <p class="error">ERROR: art/animation/test/fisherman_paddling.dae: Assertion not satisfied (line 87): failed requirement "animation must have frames"</p>
    <p class="error">ERROR: CSkeletonAnimManager::GetAnimation(art/animation/test/fisherman_paddling.dae): Failed loading, marked file as bad</p>

    Sooo, your animation is missing frames. Not sure why because I can see them in your blender file. Perhaps it is how the .dae was exported? On a positive note - I do see the mesh in the game engine.

  13. I cleared the cache and I get this in the main log:

    <p>art/meshes/test/fisherman_paddling.dae: Starting conversion</p>
    <p>art/meshes/test/fisherman_paddling.dae: Running FixBrokenXML</p>
    <p>art/meshes/test/fisherman_paddling.dae: Authoring tool: Blender 2.61.0 r42615</p>
    <p>art/meshes/test/fisherman_paddling.dae: FCollada 175: COLLADA document loaded successfully.</p>
    <p>art/meshes/test/fisherman_paddling.dae: Found convertible object 'Mesh'</p>
    <p>art/meshes/test/fisherman_paddling.dae: Converting 'rig'</p>
    <p>art/meshes/test/fisherman_paddling.dae: Found skinned geometry</p>
    <p>art/animation/test/fisherman_paddling.dae: Starting conversion</p>
    <p>art/animation/test/fisherman_paddling.dae: Running FixBrokenXML</p>
    <p>art/animation/test/fisherman_paddling.dae: Authoring tool: Blender 2.61.0 r42615</p>
    <p>art/animation/test/fisherman_paddling.dae: FCollada 175: COLLADA document loaded successfully.</p>
    <p>art/animation/test/fisherman_paddling.dae: Found convertible object 'Mesh'</p>
    <p>art/animation/test/fisherman_paddling.dae: Converting 'rig'</p>
    <p>CSkeletonAnimManager::GetAnimation(art/animation/test/fisherman_paddling.dae): Loaded successfully</p>

    Then I get this crash from the program error. I'm going to Atlas, switching to actor viewer, and selecting this test actor.

    Much to our regret we must report the program has encountered an error.

    Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.

    Details: unhandled exception (Integer divide by zero)

    Location: unknown:0 (?)

    Call stack:

    (error while dumping stack: No stack frames found)
    errno = 33 (?)
    OS error = 2 (The system cannot find the file specified.)

    I guess I need a more descriptive error in order to proceed. I might try tinkering with a few things in the mean time.

    art.zip

  14. Hmmm... I'll probably have to check this out when I get off work.

    Your only placing the fisherman actor right? Not the fisherman on the boat?

    If you removed the skeleton stuff you had in there yesterday and replaced it with my skeleton I posted last night... it should work because it worked for me. Unless I was getting some advantageous caching error.

  15. What does it say in your log files at %appdata%\0ad\logs

    Also you have:

    <animation file="fisherman_paddling.dae" name="idle" speed="10"/>

    Is the animation file really at the root of your animation folder, or is it in a subfolder like infantry or support or test?

  16. Maybe it needs a texture?
    A good call! Daniel try adding a texture callout to the actor I posted here (be sure the mesh and animation file are in the appropriate location - I put mine in the test folder of both mesh and animation).
    Jason, could you share the edited .dae file?
    I didn't alter the .dae file, so you can use the fisherman_paddling.dae you shared earlier.
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