Stan` Posted July 29, 2017 Report Share Posted July 29, 2017 The skeleton detection is automatic. So it will look for the one who looks the most like him and use that. Quote Link to comment Share on other sites More sharing options...
Itms Posted July 29, 2017 Report Share Posted July 29, 2017 On 28/07/2017 at 11:00 AM, fatherbushido said: (Until Itms fix, 0 A.D. entity XML documentation.html) You can find the manually updated documentation for Alpha 22 here: https://svn.wildfiregames.com/entity-docs/ I'll try to make the "trunk" one work before you start using the development version 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 29, 2017 Author Report Share Posted July 29, 2017 Most of my animations seem to working in the engine, however occasionally sometimes my models seem to blink out of existence for a frame, like so: https://www.dropbox.com/s/vs18kk1itgscncz/AnimBlink1.mp4?dl=0 It's not consistent either, sometimes the same animation plays with no blinking, sometimes it does. Any idea why this might be happening? 2 hours ago, stanislas69 said: The skeleton detection is automatic. So it will look for the one who looks the most like him and use that. That's pretty handy, less to worry about. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 29, 2017 Author Report Share Posted July 29, 2017 (edited) Some more animation confusion. I can't seem to get prop attach-points to work. Looking at the tutorial it says the bone needs "prop-" in it's name, yet I'm looking at 0AD skeletons and none of the bones have prop- Edited July 29, 2017 by The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2017 Report Share Posted July 29, 2017 If you look at the new unit meshes blend files they should have those prop bones Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 29, 2017 Author Report Share Posted July 29, 2017 (edited) 7 minutes ago, stanislas69 said: If you look at the new unit meshes blend files they should have those prop bones So I'm probably going to have to redo all my animations with new bones? Edited July 29, 2017 by The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2017 Report Share Posted July 29, 2017 (edited) Mmh not necessarily just add them as child of current bones and make them inherit transforms. Sorry IRC is not the best thing on my phone I wrote an android app to read the logs though Edited July 29, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 29, 2017 Author Report Share Posted July 29, 2017 (edited) 12 minutes ago, stanislas69 said: Mmh not necessarily just add them as child of current bones and make them inherit transforms. Hmmm, I added prop-bones. One of them worked, though two of them are not working when I load the model up. bone_head is working, but not bone_Lhand and bone_Rhand. Maybe I did something wrong: hyl_townguard.dae Does something have to be done in the skeleton.xml file, perhaps? Edited July 29, 2017 by The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2017 Report Share Posted July 29, 2017 (edited) They do not need to be in the skeleton file as far as I know. When you say that they don't work do you mean the game does not see them or that the results you get are weird ? So the bones are named like prop_Lhand or prop_bone_Lhand? Are you sure you did not make a typo in the case of the XML file ? Like prop_bone_LHand or prop_bone_lhand. Edited July 29, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 29, 2017 Author Report Share Posted July 29, 2017 6 minutes ago, stanislas69 said: They do not need to be in the skeleton file as far as I know. When you say that they don't work do you mean the game does not see them or that the results you get are weird ? So the bones are named like prop_Lhand or prop_bone_Lhand? Are you sure you did not make a typo in the case of the XML file ? Like prop_bone_LHand or prop_bone_lhand. The error I get is: Failed to find matching prop point called "bone_Lhand" in model They are spelled correctly in the skeleton xml file: <bone name="bone_Rhand"> <bone name="bone_Lhand"> Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2017 Report Share Posted July 29, 2017 I would remove them from the skeleton and see what happens. Also I can't open this dae on my phone so I can't check the bone names in it. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 29, 2017 Author Report Share Posted July 29, 2017 4 minutes ago, stanislas69 said: I would remove them from the skeleton and see what happens. Also I can't open this dae on my phone so I can't check the bone names in it. Removing them from the skeleton xml file doesnt seem to solve it, still getting: <p class="error">ERROR: Failed to find matching prop point called "bone_Lhand" in model "art/meshes/hylian/hyl_townguard.dae" for actor "hylian_town_guard_b"</p> <p class="error">ERROR: Failed to find matching prop point called "bone_Rhand" in model "art/meshes/hylian/hyl_townguard.dae" for actor "hylian_town_guard_b"</p> Here's the skeleton in blender: Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2017 Report Share Posted July 29, 2017 (edited) Okay I think I know what's going on. Can you try to rename the props without the bone_ prefix ? I think the game is somehow getting confused by the names. Edit: don't forget to edit the XML actor accordingly Edited July 29, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 29, 2017 Author Report Share Posted July 29, 2017 3 minutes ago, stanislas69 said: Okay I think I know what's going on. Can you try to rename the props without the bone_ prefix ? I think the game is somehow getting confused. Nope, still does't seem to fix it. bone_head still works, even after changing its name to just head. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2017 Report Share Posted July 29, 2017 I have to to know sorry. Things to try -> Add props to skeleton -> Try prop- instead of prop_ -> Check if you don't have two skeleton files messing with each other -> Check if you reexported every anims. Maybe something is still cached and messing up. Unlikely. -> Try with a simple armature to see if something is weird. -> Recheck bone names match with actors. -> Leave Stan a few hours sleep so he can try tomorrow Good luck. If you find make sure to report it here. Anims are the only annoying part of the engine. Maybe we should have better error messages. @vladislavbelov Quote Link to comment Share on other sites More sharing options...
leper Posted July 29, 2017 Report Share Posted July 29, 2017 -> Try prop- instead of prop_ I was unsure about this, but I checked the code, and both work. 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 30, 2017 Author Report Share Posted July 30, 2017 It's really strange, it seems to work with every bone except for the left and right hands. I've tried the elbows, feet, knees. They all work just fine, except for the two hand bones. I wonder why it won't recognize those two bones. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 30, 2017 Author Report Share Posted July 30, 2017 Haha I got it to work! Spoiler Apparently the problem was that no vertices were skinned to those two bones. So something has to be skinned to a bone or the bone is just ignored by the engine? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 30, 2017 Report Share Posted July 30, 2017 (edited) Well I never skinned prop bones before. But their parent bones were always skinned to something so maybe that's it Glad you got it to work. Edited July 30, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 30, 2017 Author Report Share Posted July 30, 2017 I got all my humanoid biped animations in and they all seem to be working. I now have the first fully animated model in the engine: Spoiler Hopefully in the next week I'll have some more interesting units to show. 4 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted July 31, 2017 Author Report Share Posted July 31, 2017 I've got another question, how do you make arrows vanish in the middle of a ranged attack? I've got the arrow spawning fine: Spoiler But can't seem to get it to vanish. I presume it's done in the ranged attack animation file, here's mine: <variant name="attack_ranged"> <animations> <animation event="0.35" file="HC_biped/biped_hum_archeratt.dae" load="0.75" name="attack_ranged" speed="100"/> </animations> <props> <prop actor="" attachpoint="bone_Rhand"/> <prop actor="props/units/weapons/hylian_arrowA.xml" attachpoint="bone_Rhand"/> </props> </variant> Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 1, 2017 Author Report Share Posted August 1, 2017 I guess another question while I'm at it, is it possible to offset a prop from the bone it's attached to? For instance say I want a cape attached to a neck joint but I want to offset it by 2 on the z axis. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 1, 2017 Report Share Posted August 1, 2017 About arrows I'm not sure I think it has to do with decay time but I don't know where it's defined. About props offsets just offset the prop in blender and apply transforms, so that pivot point is at origin. You can't do it in XML AFAIK. Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 1, 2017 Report Share Posted August 1, 2017 Usually that's handled with a prop_projectile bone with a projectile-loaded variant. I generally use the actor editor program, so I don't quite know how to do it with the xml directly Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 1, 2017 Author Report Share Posted August 1, 2017 (edited) Another prop related question, is it possible to spawn more than one prop per bone? I have a prop attached to a model's root bone, and when they gather resources it spawns a cart at the root bone but removes the original prop that was attached to them. I'd like both to appear at the same time without one removing the other. EDIT: Also please tell me it's possible to have projectiles fire from a bone of my choosing and not one specifically called "projectile." I really don't want to redo all the skeletons and animations I just spent the last week getting in just because of this detail. Edited August 2, 2017 by The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
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