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Animesh Problem


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23 réponses à ce sujet

#1
Borden Haelven

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I can get an animesh working in 3DSMax and export it but when I re-import it it's gone. also when I open an area containing tile in toolbox it crashes and gives me a division by zero error. What've I done wrong?


Modifié par Borden Haelven, 28 août 2012 - 11:30 .


#2
OldTimeRadio

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Borden Haelven wrote...
I can get an animesh working in 3DSMax and export it but when I re-import it it's gone.

You can't ever import animesh back after exporting it.  Reason being is animesh captures the positions of all the verts in the objects.  But the positions of those verts were really the result of modifiers and whatnot.  However, when saving out something as animesh, the modifier information is completely lost.  Only the raw position of the verts is stored.

The only thing I see there that needs animesh is the belt.  I assume everything else can be baked down with the Animation Baker.  Reason I mention that is to take as much stress of the animesh as possible.  If you're doing that already, might try removing your Animesh modifier and re-adding it.  After you fill in the sample size, avoid clicking on the mesh again and go straight to the base to export.  BTW, if regular baking doesn't work on those piston pieces because you're using wires or whatever, using a baker for Character Studio characters will probably work.  If you need help finding one, let me know.

also when I open an area containing tile in toolbox it crashes and gives me a division by zero error. What've I done wrong?

Can't recall off the top of my head.  If it's related to Animesh, it might have to do with your sample size getting corrupted. 

I also noticed the animation appears to slow right at the end.  Here is a blog entry of mine which will show you how to fix that.  It's not as complex as it looks.

BTW, I'm taking baby steps with pistons and I'm blown away that you're going so far you need to start worrying about belts. 

That's just deliciously crazy.  :o

#3
OldTimeRadio

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Actually, can you have animesh on a tile?  Have you tried doing this as a placeable, just as a test?

#4
Borden Haelven

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The tutorial on the Harvestmoon forum leads me to think you can. I'll try the placeable bit though...

#5
OldMansBeard

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Yes, you can have animmesh on a tile. The wavy water in TNO and CTP Babylon were done that way.

If you are using NWMax, it can export animmesh but can't re-import it, so make sure you save your work in Max before exporting.

*OMB disappears for another year*

#6
Borden Haelven

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OK, further information. Got it saved as a MAX and all works fine in Max. Export and install in toolset belt shows up when I select it in pallate but dis-appears as soon as I paint it. I put the model through Cleanmodels and it crashes the toolset as soon as I select it. Cleanmodels breaks toolbox with placeable version as well.

Modifié par Borden Haelven, 29 août 2012 - 12:47 .


#7
Failed.Bard

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All the animesh/danglymesh parts I'd done on tiles testing it I manually changed in notepad to do it. It's not that bad if there aren't too many verts to figure out weighting for.

#8
Borden Haelven

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Failed.Bard wrote...

All the animesh/danglymesh parts I'd done on tiles testing it I manually changed in notepad to do it. It's not that bad if there aren't too many verts to figure out weighting for.


64? < Wibble> Here's the MAX file for peeps to play with. It's defeated me I'm afraid. Just gonna do a plain black belt instead.

shares.pendlesoft.co.uk/s#72b6bbe2-a9a5-400a-aa73-b7f61f454972/websitebackups.clouddrive.pendlesoft.co.uk/steam_engine.max

Modifié par Borden Haelven, 29 août 2012 - 01:15 .


#9
OldTimeRadio

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Wow, that was a pleasure to look at in Max.  Ok, there were a couple of things I noticed.  First one might not be important, might be my error: The material you have applied to the belt might be multi-material.  I just created a new material using tcn01_material01.tga and applied that for testing.  Second, on checking the animesh modifier it looked like your sample rate was borked.  I think this happens if you set the sample rate, click off the mesh/modifier, then click back.
Image IPB
So I changed it to 49 which is the number of frames in your animation- can't recall the name, I changed it to default because I was testing this as a placeable:
Image IPB
Samples doesn't always have to be the total number of frames, in fact, it's better if they're tuned down.  See here, search down to "But back to the" and read that for more.  Here is a little in-game shot showing it as a placeable, again with your animation set as default.

So nothing hugely difinitive, this is just shooting to get the model working as a placeable in the toolset and in game, and confirming that it also compiles well.  Here's an archive with my placeable version of it using the armoire appearance, both in ascii and compiled (w/DLA's version of the model compiler by Torlack).  Link to the Max file is in your inbox.  So I'm assuming this should also be moving you forward to get this working as a tile, too.  As I mentioned,  I changed the anim names so those would need to be changed back, from "default" to whatever the tile animation you had it as.

Now that I see how you're doing it, it looks like the slowdown on your belt is caused by that problem I talked about.  Here is the problem on the belt for your model in the track view curve editor.  Again, you can fix it by following the instructions here and, again, it's much easier than it looks.  Just make sure when you go into the track view curve editor that you have the belt mesh (and even the UVW XForm modifier) selected when you launch it.  That should properly highlight things so they'll be easier to find.  It's the first submenu option under the Graph Editors menu in the main UI.

Modifié par OldTimeRadio, 29 août 2012 - 05:30 .


#10
Borden Haelven

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When I try and change the number of samples I get an " unknown system exception" error at this line ** local i = (end - start) / (spn_sample.value - 1) ** Summat wrong with MAX methinks...

#11
s e n

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i remember i encountered issues with some early max 5 version (which is the one i use, mostly) and had to work animeshes with max2008 to avoid errors

#12
OldTimeRadio

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Borden Haelven wrote...
When I try and change the number of samples I get an " unknown system exception" error at this line ** local i = (end - start) / (spn_sample.value - 1) ** Summat wrong with MAX methinks...

See if you can delete the Animesh modifier and re-add it, then enter a value which is the total number of frames for the specific animation you want, click off it and don't click back..  Enter a value by typing the number in directly, not by using the spinner.  I had this problem too but I haven't had it in a really long time and it does not look like I modded my aurora_mod_animesh.ms to get around it.

#13
Borden Haelven

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Finally got the thing working. Many Thanks OTR.

youtu.be/CvOCoDYGhRA

#14
OldTimeRadio

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You're welcome and that looks great!  I'm consistently surprised by how much awesome stuff you can get going in this game.  I hope people see custom content like yours and it helps open their eyes to what the possibilities really are.

#15
Bannor Bloodfist

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Borden, that is absolutely amazing work with an engine this old. Great job!

#16
Borden Haelven

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Thanks for the feed back peeps. It is amazing what the old gal can do isn't it? I think it might be a bit laggy on older machines though... Got one as a backup I'll have to give it a go.

#17
Calgacus

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very cool!

#18
Borden Haelven

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Now I've got the hang of the animesh bit I think I might be getting a little carried away... youtu.be/10c4NX2jzj4 
I'll see if I can knock up a quick tutorial to share what I've learned if peeps are interested.

#19
TheOneBlackRider

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This looks even more impressing as compared to your iron foundry! Unbelievable! Great job!

#20
NWN_baba yaga

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Truly great stuff Borden and showcases again whats possible with nwn. Animeshs can be quite strange and i remember having serious problems getting my waterfalls/ rivers to behave as supposed to. While I was at it i tried doing a tornado placeable with 2 rotating animeshs in the opposite direction...man that was just a mess:D.

Anyway, looking forward to your stuff:)

#21
Borden Haelven

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I've found limiting the number of frames and then setting each uvxform key individually the only reliable way. A bit tedious with a 50 frame animation... If I make the belt & pulleys as a MAX file available from my skydrive how about a special CC challenge making machines to go on them?

#22
OldTimeRadio

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Borden Haelven wrote...
Now I've got the hang of the animesh bit I think I might be getting a little carried away...

No such thing!  That is incredible to look at!

I'll see if I can knock up a quick tutorial to share what I've learned if peeps are interested.

PLEASE.  :D

I've found limiting the number of frames and then setting each uvxform key individually the only reliable way.

Hrm, maybe a way around that.  Hopefully. 

If I make the belt & pulleys as a MAX file available from my
skydrive how about a special CC challenge making machines to go on
them?

With getting my kids ready to go back to school and then school beginning for them next week, time for me is going to be limited.  However, a tutorial, a starter file, anything to kind fo get people moving in the right direction would be really helpful for people to tinker (or more) with.  If you modeled the pulley wheels I'd love a tut on making those too.  They look great!  Everything looks great, really.  There seems to be a jump in the anim (in this latest video) but sometimes stuff like that doesn't turn out to be a big deal to fix.

Modifié par OldTimeRadio, 02 septembre 2012 - 11:32 .


#23
Borden Haelven

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The jump in the video is caused by my blimmin' anti-virus deciding to start a scan while I was capturing the video. Ive tried it on my backup machine an old HP Compaq Pentium 4 and it runs ok so that suits me. The mdl gives cleanmodels a breakdown though. Works when I compile it as well. :D

Modifié par Borden Haelven, 03 septembre 2012 - 12:24 .


#24
Borden Haelven

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I really gotta get a life... :blink:

youtu.be/eTYv6kO00Wo