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I just want to let everybody know that thanks to Stanislas69 and Hephaestion we finally have a working armature in blender compatible with the current unit meshes. Thank you guys! I'll be posting s

Ah, I forgot ... this might be normal because of the not-fitting animation? We have a pipeline! That means if you remember how brilliantly you got to this .dae , if we can repeat it for other anim

I'm not sure if I understand the question. What happens is that by default max is set up to work with inches. You can change the parameter to meters, but that's kind of annoying since you have to resc

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It's in the root.

Already posted the error, but if you want the whole crash log, here you go:

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 (Breakpoint)



Location: unknown:0 (?)



Call stack:



(error while dumping stack: No stack frames found)

errno = 13 (Insufficient access rights to open file)

OS error = 0 (no error code was set)




====================================

SVN Revision: 10802

System info:

(generated 2012-01-31 21:51:40 UTC)



OS : Win7 SP 1 (6.1.7601)

CPU : IA-32, Intel Core i7-2600 @ 3.40GHz (1x4x2), 3.41 GHz

Memory : 8192 MiB; 6185 MiB free

Graphics Card : NVIDIA GeForce GTX 590;

OpenGL Drivers : 4.2.0; nvoglv64.dll (8.17.12.8562), nvoglv32.dll (8.17.12.8562)

Video Mode : 1920x1080:32

Sound Card : NVIDIA High Definition Audio; Realtek High Definition Audio;

Sound Drivers :



OpenGL Extensions:

GL_ARB_base_instance

GL_ARB_blend_func_extended

GL_ARB_color_buffer_float

GL_ARB_compatibility

GL_ARB_compressed_texture_pixel_storage

GL_ARB_conservative_depth

GL_ARB_copy_buffer

GL_ARB_depth_buffer_float

GL_ARB_depth_clamp

GL_ARB_depth_texture

GL_ARB_draw_buffers

GL_ARB_draw_buffers_blend

GL_ARB_draw_indirect

GL_ARB_draw_elements_base_vertex

GL_ARB_draw_instanced

GL_ARB_ES2_compatibility

GL_ARB_explicit_attrib_location

GL_ARB_fragment_coord_conventions

GL_ARB_fragment_program

GL_ARB_fragment_program_shadow

GL_ARB_fragment_shader

GL_ARB_framebuffer_object

GL_ARB_framebuffer_sRGB

GL_ARB_geometry_shader4

GL_ARB_get_program_binary

GL_ARB_gpu_shader5

GL_ARB_gpu_shader_fp64

GL_ARB_half_float_pixel

GL_ARB_half_float_vertex

GL_ARB_imaging

GL_ARB_instanced_arrays

GL_ARB_internalformat_query

GL_ARB_map_buffer_alignment

GL_ARB_map_buffer_range

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_occlusion_query2

GL_ARB_pixel_buffer_object

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_provoking_vertex

GL_ARB_robustness

GL_ARB_sample_shading

GL_ARB_sampler_objects

GL_ARB_seamless_cube_map

GL_ARB_separate_shader_objects

GL_ARB_shader_atomic_counters

GL_ARB_shader_bit_encoding

GL_ARB_shader_image_load_store

GL_ARB_shader_objects

GL_ARB_shader_precision

GL_ARB_shader_subroutine

GL_ARB_shading_language_100

GL_ARB_shading_language_420pack

GL_ARB_shading_language_include

GL_ARB_shading_language_packing

GL_ARB_shadow

GL_ARB_sync

GL_ARB_tessellation_shader

GL_ARB_texture_border_clamp

GL_ARB_texture_buffer_object

GL_ARB_texture_buffer_object_rgb32

GL_ARB_texture_compression

GL_ARB_texture_compression_bptc

GL_ARB_texture_compression_rgtc

GL_ARB_texture_cube_map

GL_ARB_texture_cube_map_array

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_texture_float

GL_ARB_texture_gather

GL_ARB_texture_mirrored_repeat

GL_ARB_texture_multisample

GL_ARB_texture_non_power_of_two

GL_ARB_texture_query_lod

GL_ARB_texture_rectangle

GL_ARB_texture_rg

GL_ARB_texture_rgb10_a2ui

GL_ARB_texture_storage

GL_ARB_texture_swizzle

GL_ARB_timer_query

GL_ARB_transform_feedback2

GL_ARB_transform_feedback3

GL_ARB_transform_feedback_instanced

GL_ARB_transpose_matrix

GL_ARB_uniform_buffer_object

GL_ARB_vertex_array_bgra

GL_ARB_vertex_array_object

GL_ARB_vertex_attrib_64bit

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_vertex_shader

GL_ARB_vertex_type_2_10_10_10_rev

GL_ARB_viewport_array

GL_ARB_window_pos

GL_ATI_draw_buffers

GL_ATI_texture_float

GL_ATI_texture_mirror_once

GL_S3_s3tc

GL_EXT_texture_env_add

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_bindable_uniform

GL_EXT_blend_color

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_compiled_vertex_array

GL_EXT_Cg_shader

GL_EXT_depth_bounds_test

GL_EXT_direct_state_access

GL_EXT_draw_buffers2

GL_EXT_draw_instanced

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_framebuffer_blit

GL_EXT_framebuffer_multisample

GL_EXTX_framebuffer_mixed_formats

GL_EXT_framebuffer_object

GL_EXT_framebuffer_sRGB

GL_EXT_geometry_shader4

GL_EXT_gpu_program_parameters

GL_EXT_gpu_shader4

GL_EXT_multi_draw_arrays

GL_EXT_packed_depth_stencil

GL_EXT_packed_float

GL_EXT_packed_pixels

GL_EXT_pixel_buffer_object

GL_EXT_point_parameters

GL_EXT_provoking_vertex

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_shader_objects

GL_EXT_separate_specular_color

GL_EXT_shader_image_load_store

GL_EXT_shadow_funcs

GL_EXT_stencil_two_side

GL_EXT_stencil_wrap

GL_EXT_texture3D

GL_EXT_texture_array

GL_EXT_texture_buffer_object

GL_EXT_texture_compression_dxt1

GL_EXT_texture_compression_latc

GL_EXT_texture_compression_rgtc

GL_EXT_texture_compression_s3tc

GL_EXT_texture_cube_map

GL_EXT_texture_edge_clamp

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_format_BGRA8888

GL_EXT_texture_integer

GL_EXT_texture_lod

GL_EXT_texture_lod_bias

GL_EXT_texture_mirror_clamp

GL_EXT_texture_object

GL_EXT_texture_shared_exponent

GL_EXT_texture_sRGB

GL_EXT_texture_sRGB_decode

GL_EXT_texture_storage

GL_EXT_texture_swizzle

GL_EXT_texture_type_2_10_10_10_REV

GL_EXT_timer_query

GL_EXT_transform_feedback2

GL_EXT_vertex_array

GL_EXT_vertex_array_bgra

GL_EXT_vertex_attrib_64bit

GL_EXT_import_sync_object

GL_IBM_rasterpos_clip

GL_IBM_texture_mirrored_repeat

GL_KTX_buffer_region

GL_NV_alpha_test

GL_NV_blend_minmax

GL_NV_blend_square

GL_NV_complex_primitives

GL_NV_conditional_render

GL_NV_copy_depth_to_color

GL_NV_copy_image

GL_NV_depth_buffer_float

GL_NV_depth_clamp

GL_NV_explicit_multisample

GL_NV_fbo_color_attachments

GL_NV_fence

GL_NV_float_buffer

GL_NV_fog_distance

GL_NV_fragdepth

GL_NV_fragment_program

GL_NV_fragment_program_option

GL_NV_fragment_program2

GL_NV_framebuffer_multisample_coverage

GL_NV_geometry_shader4

GL_NV_gpu_program4

GL_NV_gpu_program4_1

GL_NV_gpu_program5

GL_NV_gpu_program_fp64

GL_NV_gpu_shader5

GL_NV_half_float

GL_NV_light_max_exponent

GL_NV_multisample_coverage

GL_NV_multisample_filter_hint

GL_NV_occlusion_query

GL_NV_packed_depth_stencil

GL_NV_parameter_buffer_object

GL_NV_parameter_buffer_object2

GL_NV_path_rendering

GL_NV_pixel_data_range

GL_NV_point_sprite

GL_NV_primitive_restart

GL_NV_register_combiners

GL_NV_register_combiners2

GL_NV_shader_atomic_counters

GL_NV_shader_buffer_load

GL_NV_texgen_reflection

GL_NV_texture_barrier

GL_NV_texture_compression_vtc

GL_NV_texture_env_combine4

GL_NV_texture_expand_normal

GL_NV_texture_lod_clamp

GL_NV_texture_multisample

GL_NV_texture_rectangle

GL_NV_texture_shader

GL_NV_texture_shader2

GL_NV_texture_shader3

GL_NV_transform_feedback

GL_NV_transform_feedback2

GL_NV_vertex_array_range

GL_NV_vertex_array_range2

GL_NV_vertex_attrib_integer_64bit

GL_NV_vertex_buffer_unified_memory

GL_NV_vertex_program

GL_NV_vertex_program1_1

GL_NV_vertex_program2

GL_NV_vertex_program2_option

GL_NV_vertex_program3

GL_NVX_conditional_render

GL_NVX_gpu_memory_info

GL_OES_depth24

GL_OES_depth32

GL_OES_depth_texture

GL_OES_element_index_uint

GL_OES_fbo_render_mipmap

GL_OES_get_program_binary

GL_OES_mapbuffer

GL_OES_packed_depth_stencil

GL_OES_rgb8_rgba8

GL_OES_standard_derivatives

GL_OES_texture_3D

GL_OES_texture_float

GL_OES_texture_float_linear

GL_OES_texture_half_float

GL_OES_texture_half_float_linear

GL_OES_texture_npot

GL_OES_vertex_array_object

GL_OES_vertex_half_float

GL_SGIS_generate_mipmap

GL_SGIS_texture_lod

GL_SGIX_depth_texture

GL_SGIX_shadow

GL_SUN_slice_accum

GL_WIN_swap_hint

WGL_EXT_swap_control



SMBIOS:



[Bios]

vendor: "American Megatrends Inc."

version: "0501"

startSegment: F000

releaseDate: "05/09/2011"

flags: pci|upgradable|shadowing|boot_cd|selectable_boot|socketed_rom|edd|int13d|int13e|int13f|int5|int9|int14|int17

vendorFlags: 5

flags1: acpi|usb_legacy

flags2: bios_boot|targeted_content_distribution

size: 8 MiB



[System]

manufacturer: "System manufacturer"

productName: "System Product Name"

version: "System Version"

serialNumber: "System Serial Number"

uuid0: 11E09B743040D7C0

uuid1: D97809E9DA14E3A1

wakeUpType: power_switch



[Baseboard]

manufacturer: "ASUSTeK Computer INC."

product: "P8Z68-V"

version: "Rev 1.xx"

serialNumber: "110394330002997"

flags: motherboard|replaceable

hChassis: 3

type: motherboard



[Chassis]

manufacturer: "Chassis Manufacture"

type: desktop

version: "Chassis Version"

serialNumber: "Chassis Serial Number"

assetTag: "Asset-1234567890"

state: ok

powerState: ok

thermalState: ok

securityStatus: none

numPowerCords: 1



[Processor]

socket: "LGA1155"

type: CPU

family: 191

manufacturer: "Intel"

id: BFEBFBFF000206A7

version: "Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz"

voltage: 10 dV

externalClockFrequency: 100 MHz

maxFrequency: 3800 MHz

bootFrequency: 3400 MHz

status: enabled

upgrade: other

hL1: 5

hL2: 6

hL3: 7

coresPerPackage: 4

enabledCores: 1

logicalPerPackage: 2

flags: x64

family2: 191

populated: true



[Cache]

designation: "L1-Cache"

configuration: enabled

supportedFlags: other

currentFlags: other

ecc: none

type: unified

associativity: A8

level: 1

location: internal

mode: write_back

maxSize: 256 KiB

installedSize: 256 KiB



[Cache]

designation: "L2-Cache"

configuration: enabled

supportedFlags: other

currentFlags: other

ecc: none

type: unified

associativity: A8

level: 2

location: internal

mode: varies

maxSize: 1024 KiB

installedSize: 1024 KiB



[Cache]

designation: "L3-Cache"

supportedFlags: other

currentFlags: other

ecc: none

type: unified

associativity: A16

level: 3

location: internal

mode: unknown

maxSize: 8 MiB

installedSize: 8 MiB



[PortConnector]

internalDesignator: "PS/2 Keyboard"

internalConnectorType: none

externalDesignator: "PS/2 Keyboard"

externalConnectorType: ps2

portType: keyboard



[PortConnector]

internalDesignator: "USB9_10"

internalConnectorType: none

externalDesignator: "USB9_10"

externalConnectorType: access_bus_usb

portType: usb



[PortConnector]

internalDesignator: "USB11_12"

internalConnectorType: none

externalDesignator: "USB11_12"

externalConnectorType: access_bus_usb

portType: usb



[PortConnector]

internalDesignator: "GbE LAN"

internalConnectorType: none

externalDesignator: "GbE LAN"

externalConnectorType: rj45

portType: network



[PortConnector]

internalDesignator: "AUDIO"

internalConnectorType: none

externalDesignator: "AUDIO"

externalConnectorType: other

portType: audio



[PortConnector]

internalDesignator: "SATA1"

internalConnectorType: sas_sata

externalConnectorType: none

portType: sata



[PortConnector]

internalDesignator: "SATA2"

internalConnectorType: sas_sata

externalConnectorType: none

portType: sata



[PortConnector]

internalDesignator: "SATA3"

internalConnectorType: sas_sata

externalConnectorType: none

portType: sata



[PortConnector]

internalDesignator: "SATA4"

internalConnectorType: sas_sata

externalConnectorType: none

portType: sata



[PortConnector]

internalDesignator: "SATA5"

internalConnectorType: sas_sata

externalConnectorType: none

portType: sata



[PortConnector]

internalDesignator: "SATA6"

internalConnectorType: sas_sata

externalConnectorType: none

portType: sata



[PortConnector]

internalDesignator: "USB1_2"

internalConnectorType: access_bus_usb

externalConnectorType: none

portType: usb



[PortConnector]

internalDesignator: "USB3_4"

internalConnectorType: access_bus_usb

externalConnectorType: none

portType: usb



[PortConnector]

internalDesignator: "USB5_6"

internalConnectorType: access_bus_usb

externalConnectorType: none

portType: usb



[PortConnector]

internalDesignator: "USB7_8"

internalConnectorType: access_bus_usb

externalConnectorType: none

portType: usb



[PortConnector]

internalDesignator: "AAFP"

internalConnectorType: headphones

externalConnectorType: none

portType: audio



[PortConnector]

internalDesignator: "CPU_FAN"

internalConnectorType: other

externalConnectorType: none

portType: other



[PortConnector]

internalDesignator: "CHA_FAN1"

internalConnectorType: other

externalConnectorType: none

portType: other



[PortConnector]

internalDesignator: "PWR_FAN"

internalConnectorType: other

externalConnectorType: none

portType: other



[PortConnector]

internalDesignator: "PATA_IDE"

internalConnectorType: on_board_ide

externalConnectorType: none

portType: other



[PortConnector]

internalDesignator: "F_ESATA"

internalConnectorType: sas_sata

externalConnectorType: none

portType: sata



[SystemSlot]

designation: "PCIEX16_1"

type: pcie

busWidth: _32

usage: in_use

length: _short

id: 1

flags1: v3_3|shared

flags2: pme

deviceNumber: 1



[SystemSlot]

designation: "PCIEX1_1"

type: pcie

busWidth: _32

usage: in_use

length: _short

id: 2

flags1: v3_3|shared

flags2: pme

deviceNumber: 28

functionNumber: 3



[SystemSlot]

designation: "PCIEX1_2"

type: pcie

busWidth: _32

usage: in_use

length: _short

id: 3

flags1: v3_3|shared

flags2: pme

deviceNumber: 28

functionNumber: 4



[SystemSlot]

designation: "PCI1"

type: pci

busWidth: _32

usage: in_use

length: _short

id: 4

flags1: v3_3|shared

flags2: pme

deviceNumber: 28

functionNumber: 6



[OnBoardDevices]

type: ethernet

description: "Onboard Ethernet"

enabled: true



[MemoryArray]

location: motherboard

use: system

ecc: none

numDevices: 4

maxCapacity: 32 GiB



[MemoryDevice]

hMemoryArray: 36

totalWidth: 64 bits

dataWidth: 64 bits

formFactor: DIMM

locator: "DIMM0"

bank: "BANK0"

type: unknown

typeFlags: synchronous

manufacturer: "Manufacturer0"

serialNumber: "SerNum0"

assetTag: "AssetTagNum0"

partNumber: "Array1_PartNumber0"



[MemoryDevice]

hMemoryArray: 36

totalWidth: 64 bits

dataWidth: 64 bits

formFactor: DIMM

locator: "DIMM1"

bank: "BANK1"

type: unknown

typeFlags: synchronous

manufacturer: "Manufacturer1"

serialNumber: "SerNum1"

assetTag: "AssetTagNum1"

partNumber: "Array1_PartNumber1"



[MemoryDevice]

hMemoryArray: 36

totalWidth: 64 bits

dataWidth: 64 bits

formFactor: DIMM

locator: "DIMM2"

bank: "BANK2"

type: DDR3

typeFlags: synchronous

speed: 1333 MHz

manufacturer: "Kingston"

serialNumber: "5327FF3"

assetTag: "AssetTagNum2"

partNumber: "9905471-006.A01LF"

size: 4 GiB

rank: 2



[MemoryDevice]

hMemoryArray: 36

totalWidth: 64 bits

dataWidth: 64 bits

formFactor: DIMM

locator: "DIMM3"

bank: "BANK3"

type: DDR3

typeFlags: synchronous

speed: 1333 MHz

manufacturer: "Kingston"

serialNumber: "770C768"

assetTag: "AssetTagNum3"

partNumber: "99U5471-012.A00LF"

size: 4 GiB

rank: 2



[MemoryArrayMappedAddress]

hMemoryArray: 36

partitionWidth: 1

endAddress: 1FFFFFC00



[MemoryDeviceMappedAddress]

hMemoryDevice: 45

hMemoryArrayMappedAddress: 38

partitionRowPosition: 1

endAddress: FFFFFC00



[MemoryDeviceMappedAddress]

hMemoryDevice: 48

hMemoryArrayMappedAddress: 38

partitionRowPosition: 1

startAddress: 100000000

endAddress: 1FFFFFC00



[VoltageProbe]

description: "LM78A"



[VoltageProbe]

description: "LM78B"



[VoltageProbe]

description: "LM78B"



[CoolingDevice]

hTemperatureProbe: 56

group: 1

nominalSpeed: 32768 rpm

type: (unknown CoolingDeviceType 18)



[CoolingDevice]

hTemperatureProbe: 56

group: 1

nominalSpeed: 32768 rpm

type: (unknown CoolingDeviceType 18)



[CoolingDevice]

hTemperatureProbe: 76

group: 1

nominalSpeed: 32768 rpm

type: (unknown CoolingDeviceType 18)



[CoolingDevice]

hTemperatureProbe: 82

group: 1

nominalSpeed: 32768 rpm

type: (unknown CoolingDeviceType 18)



[TemperatureProbe]

description: "LM78A"



[TemperatureProbe]

description: "LM78B"



[TemperatureProbe]

description: "LM78B"



[SystemBoot]

status: no_error



[ManagementDevice]

description: "LM78-1"

type: LM78

addressType: port



[ManagementDevice]

description: "2"

type: LM78

addressType: port



[ManagementDeviceComponent]

hDevice: 52

hComponent: 52

hThreshold: 53



[ManagementDeviceComponent]

hDevice: 52

hComponent: 55

hThreshold: 56



[ManagementDeviceComponent]

hDevice: 52

hComponent: 58

hThreshold: 59



[ManagementDeviceComponent]

hDevice: 52

hComponent: 61

hThreshold: 62



[ManagementDeviceComponent]

hDevice: 52

hComponent: 64

hThreshold: 62



[ManagementDeviceComponent]

hDevice: 69

hComponent: 69

hThreshold: 70



[ManagementDeviceComponent]

hDevice: 69

hComponent: 72

hThreshold: 73



[ManagementDeviceComponent]

hDevice: 69

hComponent: 75

hThreshold: 76



[ManagementDeviceComponent]

hDevice: 69

hComponent: 78

hThreshold: 79



[ManagementDeviceComponent]

hDevice: 69

hComponent: 81

hThreshold: 82



[ManagementDeviceComponent]

hDevice: 69

hComponent: 84

hThreshold: 85



[ManagementDeviceComponent]

hDevice: 69

hComponent: 87

hThreshold: 85



[ManagementDeviceComponent]

hDevice: 69

hComponent: 90

hThreshold: 85



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]



[ManagementDeviceThreshold]

nonCriticalLo: 7

nonCriticalHi: 8

criticalLo: 8

criticalHi: 10

nonrecoverableLo: 11

nonrecoverableHi: 12



[ManagementDeviceThreshold]

nonCriticalLo: 13

nonCriticalHi: 14

criticalLo: 15

criticalHi: 16

nonrecoverableLo: 17

nonrecoverableHi: 18



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]

nonCriticalLo: 1

nonCriticalHi: 2

criticalLo: 3

criticalHi: 4

nonrecoverableLo: 5

nonrecoverableHi: 6



[ManagementDeviceThreshold]



[ManagementDeviceThreshold]



[SystemPowerSupply]

group: 1

hVoltageProbe: 53

hCoolingDevice: 59

hCurrentProbe: 65



[SystemPowerSupply]

group: 1

hVoltageProbe: 53

hCoolingDevice: 59

hCurrentProbe: 65



[OnboardDevices2]

referenceDesignation: " Onboard IGD"

type: video

instance: 1

enabled: true

deviceNumber: 2



[OnboardDevices2]

referenceDesignation: " Onboard LAN"

type: ethernet

instance: 1

enabled: true

deviceNumber: 25



[OnboardDevices2]

referenceDesignation: " Onboard 1394"

type: other

instance: 1

busNumber: 3

enabled: true

deviceNumber: 28

functionNumber: 2





====================================

Main log:

(unavailable)

====================================

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Assertion failed: "variant.GetNodeName() == el_variant"

That means it expected a <variant> in the XML file at a certain point, and found something else instead. In this case the problem is you've put a <group> inside another <group>. You shouldn't need an extra group or variant at all - just put the <texture> line right after the <mesh> line, inside the first group/variant.

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Indeed. Minor XML codding mistake by me :P

This is what I got now:

ERROR: art/meshes/skeletal/fisherman_paddling.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure"

ERROR: Could not load mesh 'art/meshes/skeletal/fisherman_paddling.dae'

ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/fisherman_paddling.dae failed to load

ERROR: Failed to build prop model "units/china/chin_fisherman.xml" on actor "fishing_ship"

Back where we started. :/

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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.

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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.

If you didn't wipe the cache every time you changed skeletons.xml, then that's a possibility. I was doing that some times I tested, but not always (it's easy to forget).

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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

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Do I have to clear that cache thing?

You could, or you could trivially modify the DAE, maybe the file's timestamp is all that has to be changed? What's happening is the game is only looking at skeletons.xml when the model is converted from DAE, then it becomes a PMD (our internal format of the data), and skeletons.xml is not used again, unless the DAE changes or the cache is invalidated. Clearing the cache is done by deleting the contents of %appdata%\0ad\cache, which is harmless because it all gets rebuilt.

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

I was getting a crash last night, it was a divide by zero error, apparently because there were zero frames in the animation. That was before I cleared my cache, and I couldn't reproduce it afterwards. But looking at <library_animations> in fisherman.dae, I don't see any of the DEF- bones being targeted, so I think there really is no animation we can use. I'm about to make a bug report about the crash though, just need a minimal test case. I don't know if your crash has the same cause.

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I used the Blender's pose editor to pose the model throught the frames inside an action (It's a blender thing that allows you to make multiple different animations with the same model and allows them to be repeated in a time, if you're actually working in an animation movie. I made use of IK and FK solvers in the rig - within the Rigfy modifier.... Painted a few vertexes for the bone's weight...Don't remember anything else.

Not sure what I did wrong... (I did everything by the book - actually, by the training series, the guy animated a model and actually got into Unity with this system. [i didn't look at the unity export lesson, thought.] :P )

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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.

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The animation needs to be "baked", or converted from the representation in Blender to transformations of the bind pose bones. It's simply not a usable animation the way the COLLADA has been exported right now. If there are no animations directly affecting the bind pose bones, then by definition there are no animations we can use, hence the error message :) There are some instructions here in the Animation section about baking rigified animations for COLLADA export, but I don't know if this feature exists or is simply planned. Couldn't hurt to try it.

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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.
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I'll see... I'm just very very busy with real life, so, not really much time to try to figure these things out.

I just used Rigfy, because it worked like a charm and it was very easy to do. Creating good biped-rigs, usually takes lots of time, but doesn't means that can't be done. :)

I'll give it a try with the COLLADA baking thing.

That's it! I guess it'll now be working. :)

fisherman-anim-baked.zip

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Nice (y) I'd also be interested in attempting this step:

If you have only the deform bones selected check "only selected". This will give smaller dae. Otherwise uncheck "Only Selected".

because that sounds like it would generate less awful DAEs and leave out the unused bones.

This is good though, sounds like we've discovered a process for using Blender Rigified models in game, what did your final skeletons.xml entries look like, Wijitmaker? If this really works, it can be added to the art design document and maybe as a topic on the public forums (removing all the failed attempts and filler).

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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

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Awesome! :) Can't wait to see it ingame :P

Well... Blender's Rigfy only works for bipeds, so... :P I wouldn't mind getting my hands dirt and re-doing some old animations, but, unfortunatly, I have very little free time in my hands this year.

BTW, can you get me .gif? :P I'm just eager to see it, but somehow, I screwed my instalation, so I'll need to take sometime putting new things in the right places :P

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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)

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