Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 1 hour ago, Stan` said: Missing file 'art/animation/biped/new/death_a.dae' referenced by 'public/art/actors/props/units/capes/gaul_infantry_spearman_c.xml' 'public/art/actors/props/units/capes/hoplite.xml' 'public/art/actors/props/units/capes/hoplite_fast.xml' Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 @Stan` animation file zipped in 7z format went from 119mb to 7,58mb. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 13 minutes ago, Alexandermb said: @Stan` animation file zipped in 7z format went from 119mb to 7,58mb. Nice Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 @Stan` See, the server is annoyed by animations. One single file just 1.1mb doesn't even reach 800kb before fail. Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 2 minutes ago, Alexandermb said: @Stan` See, the server is annoyed by animations. One single file just 1.1mb doesn't even reach 800kb before fail. Hide contents Arf. How can I help ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 1 minute ago, Stan` said: Arf. How can I help ? Done, its my internet. I disabled all other connections and restarted the router. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 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 ! Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 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 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 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 ♥ Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 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 ? https://drive.google.com/open?id=124xRLST4s6yvqRkX7QF8IkB3TqiEQkIy Blendfile with onager engine inside the file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 I will tomorrow. Did you figure a way to get back the animations ? You can use the trick fatherbushido used Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 Can you fix the missing texture ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) 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 August 21, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 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. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 21, 2019 Report Share Posted August 21, 2019 Also, shouldn't pikeman_base be base_pikeman? Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 21, 2019 Report Share Posted August 21, 2019 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). Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 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 ? Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 21, 2019 Report Share Posted August 21, 2019 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). For the second point: yes, all will be fine! Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 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 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) 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> 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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"/> <vcount>4 5 3 3 4 3 5 4 3 4 5 4 5 1 1 2 2 1 2 1 2 1 1 1 2 2 2 2 2 2 2 2 2 1 2 2 2 1 2 1 1 1 1 2 1 2 2 1 4 4 4 3 4 3 3 3 3 3 2 4 4 3 3 3 2 2 2 1 2 1 2 3 2 1 1 1 1 1 1 1 2 1 1 2 1 2 1 2 2 1 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 2 2 2 2 4 4 4 4 3 3 1 1 1 2 2 2 2 2 2 1 1 3 2 3 3 4 5 3 3 4 3 5 4 3 4 5 4 5 1 1 2 1 1 2 1 2 1 1 1 2 2 2 2 2 2 2 2 2 1 2 2 2 1 2 1 1 1 1 2 1 2 2 1 4 4 4 3 4 3 3 3 3 3 2 4 4 3 3 3 2 2 2 1 2 1 2 3 2 2 2 1 2 2 2 2 2 2 2 2 2 2 1 2 2 1 2 1 1 1 1 1 1 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 1 1 2 1 2 2 2 2 4 4 4 4 3 3 1 1 1 4 5 4 5 4 3 7 3 1 4 6 4 3 2 4 6 4 2 2 3 2 2 2 2 5 3 2 1 2 1 1 3 2 4 3 4 4 5 4 4 5 1 2 2 1 1 2 1 1 2 1 1 2 1 2 2 2 1 2 2 1 2 2 2 1 2 2 2 1 1 2 2 1 1 1 2 1 1 3 2 1 2 1 1 3 2 2 2 1 5 5 5 2 2 3 3 3 3 2 3 3 3 3 5 5 </vcount> <v>0 0 1 1 4 2 6 3 0 4 1 5 4 6 6 7 18 8 1 9 2 10 8 11 1 12 8 13 9 14 0 15 1 16 4 17 6 18 0 19 1 20 6 21 0 22 1 23 6 24 8 25 9 26 0 27 1 28 6 29 8 30 0 31 4 32 18 33 1 34 2 35 8 36 9 37 0 38 1 39 4 40 6 41 18 42 0 43 1 44 6 45 9 46 0 47 1 48 6 49 8 50 9 51 18 52 18 53 4 54 18 55 4 56 18 57 18 58 18 59 19 60 18 61 18 62 19 63 18 64 18 65 18 66 18 67 19 68 18 69 19 70 18 71 19 72 18 73 19 74 18 75 19 76 18 77 19 78 18 79 19 80 18 81 19 82 18 83 19 84 19 85 18 86 19 87 18 88 19 89 18 90 19 91 19 92 18 93 19 94 19 95 19 96 19 97 19 98 19 99 20 100 19 101 19 102 20 103 19 104 20 105 19 106 0 107 1 108 6 109 9 110 0 111 1 112 6 113 9 114 0 115 1 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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"> <float_array 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1 2 2 2 1 2 1 1 1 1 2 1 2 2 1 4 4 4 3 4 3 3 3 3 3 2 4 4 3 3 3 2 2 2 1 2 1 2 3 2 1 1 1 1 1 1 1 2 1 1 2 1 2 1 2 2 1 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 2 2 2 2 4 4 4 4 3 3 1 1 1 2 2 2 2 2 2 1 1 3 2 3 3 4 5 3 3 4 3 5 4 3 4 5 4 5 1 1 2 1 1 2 1 2 1 1 1 2 2 2 2 2 2 2 2 2 1 2 2 2 1 2 1 1 1 1 2 1 2 2 1 4 4 4 3 4 3 3 3 3 3 2 4 4 3 3 3 2 2 2 1 2 1 2 3 2 2 2 1 2 2 2 2 2 2 2 2 2 2 1 2 2 1 2 1 1 1 1 1 1 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 1 1 2 1 2 2 2 2 4 4 4 4 3 3 1 1 1 4 5 4 5 4 3 7 3 1 4 6 4 3 2 4 6 4 2 2 3 2 2 2 2 5 3 2 1 2 1 1 3 2 4 3 4 4 5 4 4 5 1 2 2 1 1 2 1 1 2 1 1 2 1 2 2 2 1 2 2 1 2 2 2 1 2 2 2 1 1 2 2 1 1 1 2 1 1 3 2 1 2 1 1 3 2 2 2 1 5 5 5 2 2 3 3 3 3 2 3 3 3 3 5 5 </vcount> <v>0 0 1 1 4 2 6 3 0 4 1 5 4 6 6 7 18 8 1 9 2 10 8 11 1 12 8 13 9 14 0 15 1 16 4 17 6 18 0 19 1 20 6 21 0 22 1 23 6 24 8 25 9 26 0 27 1 28 6 29 8 30 0 31 4 32 18 33 1 34 2 35 8 36 9 37 0 38 1 39 4 40 6 41 18 42 0 43 1 44 6 45 9 46 0 47 1 48 6 49 8 50 9 51 18 52 18 53 4 54 18 55 4 56 18 57 18 58 18 59 19 60 18 61 18 62 19 63 18 64 18 65 18 66 18 67 19 68 18 69 19 70 18 71 19 72 18 73 19 74 18 75 19 76 18 77 19 78 18 79 19 80 18 81 19 82 18 83 19 84 19 85 18 86 19 87 18 88 19 89 18 90 19 91 19 92 18 93 19 94 19 95 19 96 19 97 19 98 19 99 20 100 19 101 19 102 20 103 19 104 20 105 19 106 0 107 1 108 6 109 9 110 0 111 1 112 6 113 9 114 0 115 1 116 6 117 9 118 1 119 2 120 8 121 1 122 2 123 8 124 14 125 1 126 2 127 8 128 1 129 8 130 9 131 1 132 8 133 9 134 1 135 8 136 9 137 1 138 8 139 9 140 8 141 9 142 0 143 1 144 8 145 9 146 0 147 1 148 8 149 9 150 1 151 8 152 9 153 1 154 8 155 9 156 1 157 8 158 9 159 8 160 9 161 8 162 9 163 8 164 9 165 9 166 8 167 9 168 9 169 8 170 9 171 1 172 8 173 9 174 8 175 9 176 9 177 9 178 9 179 9 180 9 181 9 182 9 183 9 184 10 185 9 186 9 187 9 188 10 189 9 190 9 191 10 192 10 193 9 194 10 195 9 196 10 197 10 198 9 199 10 200 10 201 11 202 10 203 11 204 10 205 11 206 10 207 11 208 10 209 11 210 10 211 11 212 10 213 11 214 10 215 11 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16 515 16 516 16 517 17 518 16 519 17 520 16 521 17 522 16 523 17 524 16 525 17 526 16 527 17 528 29 529 29 530 29 531 29 532 29 533 29 534 32 535 32 536 32 537 32 538 32 539 32 540 16 541 17 542 16 543 17 544 16 545 17 546 16 547 17 548 16 549 17 550 16 551 17 552 16 553 17 554 16 555 17 556 23 557 23 558 22 559 23 560 23 561 22 562 23 563 22 564 23 565 22 566 23 567 22 568 23 569 1 570 2 571 13 572 14 573 1 574 2 575 13 576 14 577 1 578 2 579 13 580 14 581 1 582 2 583 13 584 14 585 2 586 13 587 14 588 2 589 13 590 14 591 13 592 13 593 13 594 1 595 2 596 8 597 14 598 0 599 4 600 6 601 18 602 21 603 1 604 2 605 8 606 14 607 0 608 1 609 6 610 18 611 21 612 0 613 1 614 4 615 6 616 0 617 1 618 6 619 0 620 1 621 6 622 8 623 9 624 14 625 15 626 0 627 1 628 6 629 4 630 0 631 4 632 18 633 21 634 0 635 1 636 4 637 6 638 18 639 21 640 0 641 1 642 4 643 6 644 0 645 1 646 6 647 1 648 2 649 1 650 2 651 8 652 14 653 0 654 1 655 8 656 9 657 14 658 15 659 1 660 2 661 8 662 14 663 22 664 23 665 22 666 23 667 1 668 2 669 13 670 22 671 23 672 22 673 23 674 22 675 23 676 22 677 23 678 1 679 2 680 8 681 13 682 14 683 1 684 2 685 13 686 2 687 13 688 13 689 2 690 13 691 23 692 23 693 0 694 4 695 21 696 4 697 21 698 0 699 4 700 18 701 21 702 0 703 4 704 21 705 0 706 4 707 6 708 18 709 0 710 4 711 6 712 18 713 0 714 4 715 6 716 18 717 21 718 0 719 4 720 6 721 21 722 0 723 4 724 6 725 21 726 0 727 4 728 6 729 18 730 21 731 29 732 10 733 11 734 10 735 11 736 29 737 11 738 10 739 11 740 29 741 29 742 10 743 11 744 11 745 29 746 10 747 11 748 29 749 10 750 11 751 16 752 17 753 16 754 31 755 31 756 16 757 17 758 16 759 17 760 31 761 16 762 17 763 16 764 17 765 16 766 31 767 31 768 16 769 17 770 16 771 17 772 16 773 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 August 21, 2019 by fatherbushido 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 @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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fatherbushido Posted August 21, 2019 Report Share Posted August 21, 2019 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? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 15 minutes ago, fatherbushido said: One would have to clean and make consistent your source files too: https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/units/New units blends 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. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 21, 2019 Report Share Posted August 21, 2019 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). Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 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. Quote Link to comment Share on other sites More sharing options...
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