Stan` Posted August 14, 2019 Report Share Posted August 14, 2019 1 hour ago, Alexandermb said: @Stan` only missing formations and elephant riders after i export those ones will committ for start with the aspis Sounds good. I would do it in multiple commits. Maybe one that deletes files and one that updates adds new. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 15, 2019 Author Report Share Posted August 15, 2019 @Stan` i was wrong, it does work with testudo and even remains idle. But when movement ends sometimes they turn back suddendly. Quote Link to comment Share on other sites More sharing options...
wraitii Posted August 15, 2019 Report Share Posted August 15, 2019 @Alexandermb Yes there's been changes recently. That you need to be aware of: Formations now use animation variants, and the regular "Idle", "Walk", "Run" animations. So you need to setup your actors to have a regular variant group with idle/walk/run animations, and a formation-special variant. Also, while remaining in formation units will IDLE in formation-animation, but when that formation breaks (for whatever reason), they will revert to their usual animation. I believe there's still a few issues, but tbh the current code needs some streamlining before we fix these. Check out my changes to the testudo formation actors. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2019 Report Share Posted August 15, 2019 7 hours ago, Alexandermb said: @Stan` i was wrong, it does work with testudo and even remains idle. But when movement ends sometimes they turn back suddendly. Ask @wraitii I'm sure there is something fishy and he worked on animation synchronisations etc EDIT: too slow XD Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2019 Report Share Posted August 15, 2019 Some anims don't work as well because they are a combination of two others ie carry idle and I don't think we support that in Atlas Quote Link to comment Share on other sites More sharing options...
wraitii Posted August 15, 2019 Report Share Posted August 15, 2019 15 minutes ago, Stan` said: Some anims don't work as well because they are a combination of two others ie carry idle and I don't think we support that in Atlas Those should just be the Idle animation of the "Gather Food" variant. But perhaps Atlas doesn't have great support for that. TBH we're pretty close to hitting some hard limit in the customisability of our actor file there, so we'll probably have to think of a better way to do this soon-ish : / Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2019 Report Share Posted August 15, 2019 @wraitii I see well maybe there is a way to specify that in the xml file of the actor viewer in binaries/data/something. It should be updated following your change tho. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 15, 2019 Author Report Share Posted August 15, 2019 3 hours ago, wraitii said: @Alexandermb Yes there's been changes recently. That you need to be aware of: Formations now use animation variants, and the regular "Idle", "Walk", "Run" animations. So you need to setup your actors to have a regular variant group with idle/walk/run animations, and a formation-special variant. Also, while remaining in formation units will IDLE in formation-animation, but when that formation breaks (for whatever reason), they will revert to their usual animation. I believe there's still a few issues, but tbh the current code needs some streamlining before we fix these. Check out my changes to the testudo formation actors. So basically the variant name now define the animation id instead of the name or id itself, at least now they remain idle and thats a progress . I'm redoing the testudo in a cleaner way with blender instancing: Spoiler This way i can see better the position of each one and keep them in their root point and not having to move them further to the root for fill an space. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 15, 2019 Author Report Share Posted August 15, 2019 Here a perfect example of what i say about they changing their rotation suddendly: Spoiler Here can be seen what they are pointing or what they face. Yet, still works at least like a 70% if we consider how it was before they wasn't even remaining idle: Spoiler Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 15, 2019 Author Report Share Posted August 15, 2019 Testudo ready, make anti-cavarly is kinda easier and faster: Spoiler 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 Improved a bit the syntagma formation: Spoiler We can make our own gaugamela battle now lol 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 And another tweaks to phalanx: Spoiler 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 @Stan` only missing elephant riders but i haven't found the file yet, i have to look deeply in my house when i get there someday. Should i start the commit to start updating units? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 2 hours ago, Alexandermb said: @Stan` only missing elephant riders but i haven't found the file yet, i have to look deeply in my house when i get there someday. Should i start the commit to start updating units? I'm not sure there is an elephant file. I don't think I ever found it. Maybe Enrique knows more. As for committing just make sure that the checkrefs.pl script is happy and that you do small commits. Make sure you respected the naming conventions as well, that files are well indented that variants have the xml header and that you aren't leaving anything useless behind and missing any files. Would be nice to have everything though because elephants are gonna error out badly otherwise. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 16, 2019 Report Share Posted August 16, 2019 (edited) About the elephant is that this one? On 7/21/2019 at 10:33 PM, fatherbushido said: Check that one https://trac.wildfiregames.com/changeset/19137/ (there was a total "blend" with the different source files where different ones were used (one can see the ones using "Armature" and the ones using "Cube" in the exported .dae).) The file biped/new/inf_sarissa_rest was in the first experimental new anims commit. Then was not included in the final one. That's mostly that big confusion between the two sets of files where errors were stacked which prevent an automatic way (I mean modifying the anims and mesh .dae) to fix it. So the file should be here: https://trac.wildfiregames.com/changeset/19137/?format=zip&new=19137 (That's perhaps not what you are looking for!) Edited August 16, 2019 by fatherbushido Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 16, 2019 Report Share Posted August 16, 2019 (edited) A bit more history here: Spoiler In r15915 It introduces the new meshes and some animations for them meshes/skeletal/new/armor/f_tunic_short_boudicca.dae meshes/skeletal/new/armor/m_dress.dae meshes/skeletal/new/armor/m_dress_sleeves.dae meshes/skeletal/new/armor/m_hero_pants_tunic.dae meshes/skeletal/new/armor/m_hero_tunic.dae meshes/skeletal/new/armor/m_pants.dae meshes/skeletal/new/armor/m_pants_tunic_long.dae meshes/skeletal/new/armor/m_pants_tunic_short.dae meshes/skeletal/new/armor/m_tunic_long.dae meshes/skeletal/new/armor/m_tunic_short.dae meshes/skeletal/new/f_dress.dae meshes/skeletal/new/f_naked.dae meshes/skeletal/new/f_tunic_short.dae meshes/skeletal/new/m_dress.dae meshes/skeletal/new/m_dress_sleeves.dae meshes/skeletal/new/m_hero_caros.dae meshes/skeletal/new/m_hero_pants_tunic.dae meshes/skeletal/new/m_hero_tunic.dae meshes/skeletal/new/m_naked.dae meshes/skeletal/new/m_pants.dae meshes/skeletal/new/m_pants_tunic_long.dae meshes/skeletal/new/m_pants_tunic_short.dae meshes/skeletal/new/m_tunic_long.dae meshes/skeletal/new/m_tunic_short.dae animation/biped/new/fem_idle_long.dae animation/biped/new/fem_idle_short.dae animation/biped/new/inf_arch_idle.dae animation/biped/new/inf_sarissa_rest.dae animation/biped/new/inf_shield_idle.dae The related blend source is commited in r18137 In r18138 It is another version of the source files r18138. The previous ones get the .blend1 extension. In r18971 It introduced the blend file for animations. In r19061 It introduced the new anims and it modifies the meshes. The meshes now have 3 more vertices groups for capes and internally BIPED_ is renamed by ARMATURE_ meshes/skeletal/new/f_dress.dae (12 diffs) meshes/skeletal/new/f_naked.dae (11 diffs) meshes/skeletal/new/f_tunic_short.dae (11 diffs) meshes/skeletal/new/m_dress.dae (10 diffs) meshes/skeletal/new/m_dress_sleeves.dae (11 diffs) meshes/skeletal/new/m_hero_caros.dae (12 diffs) meshes/skeletal/new/m_hero_pants_tunic.dae (11 diffs) meshes/skeletal/new/m_hero_tunic.dae (11 diffs) meshes/skeletal/new/m_naked.dae (11 diffs) meshes/skeletal/new/m_pants.dae (10 diffs) meshes/skeletal/new/m_pants_tunic_long.dae (10 diffs) meshes/skeletal/new/m_pants_tunic_short.dae (10 diffs) meshes/skeletal/new/m_tunic_long.dae (10 diffs) meshes/skeletal/new/m_tunic_short.dae (10 diffs) it is also choosen to use long names instead of folders for armor version and so there is the new meshes/skeletal/new/m_armor_dress.dae meshes/skeletal/new/m_armor_dress_sleeves.dae meshes/skeletal/new/m_armor_hero_pants_tunic.dae meshes/skeletal/new/m_armor_hero_tunic.dae meshes/skeletal/new/m_armor_pants.dae meshes/skeletal/new/m_armor_pants_tunic_long.dae meshes/skeletal/new/m_armor_pants_tunic_short.dae meshes/skeletal/new/m_armor_tunic_long.dae meshes/skeletal/new/m_armor_tunic_short.dae but the following ones are not deleted meshes/skeletal/new/armor/f_tunic_short_boudicca.dae meshes/skeletal/new/armor/m_dress.dae meshes/skeletal/new/armor/m_dress_sleeves.dae meshes/skeletal/new/armor/m_hero_pants_tunic.dae meshes/skeletal/new/armor/m_hero_tunic.dae meshes/skeletal/new/armor/m_pants.dae meshes/skeletal/new/armor/m_pants_tunic_long.dae meshes/skeletal/new/armor/m_pants_tunic_short.dae meshes/skeletal/new/armor/m_tunic_long.dae meshes/skeletal/new/armor/m_tunic_short.dae Also the following anims are not modified to use the new version of the meshes animation/biped/new/fem_idle_long.dae animation/biped/new/fem_idle_short.dae animation/biped/new/inf_arch_idle.dae animation/biped/new/inf_sarissa_rest.dae animation/biped/new/inf_shield_idle.dae In r19095 it used the new anims in templates In r19137 New blend source In r20483 and r20545 The siege operators animation files are refering it seems, if I look at the .dae internally to the first new meshes version. In r20690 and r20696 same thing for biped/new/gastra* In r21366 some things are removed (so less to fix) In r22081 perhaps some things to check Another draft I had about that: Spoiler In WFG-r15915: ***** introduced new meshes and animation. They are placed in meshes/skeletal/new/ and animation/biped/new/. They weren't used in actors, It was more or less a wip. There was already the mistake which annoy us: 3 duplicated vertices (so we get a 42 count for the 39 actual bones). In WFG-r19061: ***** finished his works and uses the previous meshes and animation for actors. But he had worked meanwhile and slightly modified the meshes (adding 3 bones for the capes and renaming some internal blender names from Biped_* to Armature_*). The exiting "new" mesh files are modified, some are added and a family of meshes which are modification of existing ones are move-added but the old "new" ones remained. In f04550fe I suggested to removed them. Also some animation files which were done with the temp meshes WFG-r15915 were not update accordingly animation/biped/new/fem_idle_long.dae animation/biped/new/fem_idle_short.dae animation/biped/new/inf_arch_idle.dae animation/biped/new/inf_sarissa_rest.dae animation/biped/new/inf_shield_idle.dae In WFG-r19095 one actor keeps ref to the forgotten duplicated meshes (see f04550fe) In WFG-r20716 a file was added based on the forgotten duplicated meshes (see f04550fe) In WFG-r20483, WFG-r20545, WFG-r22081 *** and ********* added a lot of new actors using the 42 bones meshes files but anim worked on the 39 bones meshes. The used blend source was not the good one! It passes through WFG-r21366. Edited August 16, 2019 by fatherbushido Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 1 hour ago, fatherbushido said: So the file should be here: https://trac.wildfiregames.com/changeset/19137/?format=zip&new=19137 Nice, had no idea you could that ! (The zip file export) 1 hour ago, fatherbushido said: So the file should be here: https://trac.wildfiregames.com/changeset/19137/?format=zip&new=19137 Unfortunately it's not, only cav anims in there... But thanks a lot for the digging ! 1 hour ago, fatherbushido said: The file biped/new/inf_sarissa_rest was in the first experimental new anims commit. Then was not included in the final one. Found it in "art_source\trunk\art\meshes and animations\skeletal\units\New units blends\New units armored version with animations.blend" @Alexandermb I believe you are the only one that have the elephant animations They were not in the blend file at that time and haven't been since... Should have asked you then, I'm sorry On 11/12/2017 at 9:43 PM, Alexandermb said: Update*** Fixed the horse chest band and added some elephant riders animation Fixed archer prepare time for match the animation Horse_new.7z 2.98 MB · 8 downloads EDIT : They were committed in https://trac.wildfiregames.com/changeset/20716/ Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 16, 2019 Report Share Posted August 16, 2019 15 minutes ago, Stan` said: Unfortunately it's not, only cav anims in there... But thanks a lot for the digging ! Ah yes it seems I made a confusion with the sarissa weapon. Are you sure it's only cav anims in that file? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 3 minutes ago, fatherbushido said: Are you sure it's only cav anims in that file? There are a few other, but nothing called elephant, and the riders animations are all for cavalry... Enrique hadn't had the time to make elephant rider animations by then. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 16, 2019 Report Share Posted August 16, 2019 I first thought Alexander was looking (he actually was at some time) for biped/new/inf_sarissa_rest (which was done by enrique, no?). That one being used by most of the elephant rider. But he spoke about different elephant rider animations. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 22 minutes ago, fatherbushido said: I first thought Alexander was looking (he actually was at some time) for biped/new/inf_sarissa_rest (which was done by enrique, no?). That one being used by most of the elephant rider. But he spoke about different elephant rider animations. Ah yeah sorry for the miscommunication, we are talking about archers and drivers animations Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 16, 2019 Report Share Posted August 16, 2019 The good news is that all that will be fixed soon and the 0ad art (which imo *is* 0ad) will not be messed. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 26 minutes ago, fatherbushido said: The good news is that all that will be fixed soon and the 0ad art (which imo *is* 0ad) will not be messed. I agree, after all there is Pyrogenesis and 0 A.D. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 16, 2019 Author Report Share Posted August 16, 2019 Elephant was left in my house but i don't go there often this days and when i do i end fixing my windows because blackouts broke everything or cleaning the house instead of checking the files. So i have to go there a week or a weekend and check wich files i can excavenge from there. Indeed inf_sarissa was an elephant rider animation too but it was kinda broken before having started the update the helmet position was wrong, the shield was wrong also so it was an useless animation. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 1 hour ago, Alexandermb said: Elephant was left in my house but i don't go there often this days and when i do i end fixing my windows because blackouts broke everything or cleaning the house instead of checking the files. So i have to go there a week or a weekend and check wich files i can excavenge from there. You should buy an external USB box for your HDD and take it with you Maybe if they weren't that complex you could redo them, so that the set is complex. Quote Link to comment Share on other sites More sharing options...
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