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Adamantine Golem Model Bug in 3ds Max


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37 réponses à ce sujet

#1
FaerzressSparkles

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I am encountering this weird bug on some frames in my attempt to convert this model. Below is a picture of the issue. The behavior is that the head goes out of sync between the bone and mesh. Then, on some frames it does this weird thing on the picture below where the model stretches in a weird way.

 

3dsWeird_zpsm5ewnlsn.png

 

Any help will be appreciated!



#2
Happycrow

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I have this bug with rabbits and a lot of animals, too.  Was a bummer and a half when trying to work on my "abberation mutant animals" series.  I have NO idea what causes it, unfortunately.



#3
FaerzressSparkles

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Happycrow, thanks for letting me know I am not the only one to encounter this. I will let everyone know if I find a fix or if someone informs me of one otherwise.



#4
rjshae

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It almost looks like a problem that might occur with floating point precision issues during computation. That's just a SWAG, of course.



#5
PJ156

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Some of the creature models do this in the toolset. 

 

PJ



#6
FaerzressSparkles

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I have not tested every animation in-game yet, so PJ156, are you saying there is a possibility this may appear in the toolset and 3ds Max, but not in-game?



#7
FaerzressSparkles

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Okay, I believe I am narrowing it down. Some of the animations get distorted on the step where I apply the skeleton to the skin. It seems that editing envelopes may help with these issues, but I still see certain animations not moving as they should. For example, the death animations are too stiff to play properly, so instead of falling backwards, the Hook Horror falls forwards and is suspended in the air... if that makes sense.

 

So to summarize, editing envelopes gets rid of the model distortion, but does not seem to fix the stiff animations.

 

Any ideas on what I need to change to fix this?



#8
4760

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Probably the speed of change between frames that needs to be adjusted. Try either with smooth tangents or straight ones.
It's the button just left of the textures selection (looks like a chart).

#9
Happycrow

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It's not just an animations thing, 4760.  (Wish it was, I can do minor animation in 3ds but haven't figured out how to get the xpotron thingy to ever work for me). Several models give results like that when loaded statically.



#10
rjshae

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I think I've also seen it on rare occasions with some tileset models. It's difficult to reproduce.



#11
FaerzressSparkles

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In case anyone else is curious, here is a link to the dropbox folder with my current Adamantine Golem setup.

 

https://www.dropbox....Rubm8ilKoa?dl=0

 

Let me know if you see any problems in that model that I am missing. This one has the neck distortion bug fixed, but some animations are not functioning correctly. Frame 715 is extremely obvious.



#12
4760

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I found why some animations are all messed up!

But so far I haven't found how to prevent it from happening, or at least to fix it. Still looking...



#13
FaerzressSparkles

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I found why some animations are all messed up!

But so far I haven't found how to prevent it from happening, or at least to fix it. Still looking...

 

Great! What is the cause?



#14
4760

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And I even fixed it!

901-2-1425061713.png 901-1-1425061713.png

 

For the cause, the short answer is: removing the root dummy also erased the initial positions of the attached meshes.

For a more detailed answer, let me finish writing the tutorial about porting NWN creatures to NWN2. As you can read French, I can even PM you a draft version!  ;)


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#15
4760

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It's not just an animations thing, 4760.  (Wish it was, I can do minor animation in 3ds but haven't figured out how to get the xpotron thingy to ever work for me). Several models give results like that when loaded statically.

Yes, I was too focused on the "animations not moving as they should"...

For the spikes, as far as I can tell it's a weighting issue (I worked on the same model but for the purpose of getting screenshots at the different stages of the porting progress, so started from scratch, and when I reach the skinning part, I didn't encounter anything like this. But of course with the file by FaerzressSparkles, I saw them quite neatly!



#16
FaerzressSparkles

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Yes, I was too focused on the "animations not moving as they should"...

For the spikes, as far as I can tell it's a weighting issue (I worked on the same model but for the purpose of getting screenshots at the different stages of the porting progress, so started from scratch, and when I reach the skinning part, I didn't encounter anything like this. But of course with the file by FaerzressSparkles, I saw them quite neatly!

 

I was wondering about the root dummy thing. I was not thinking it was causing this, but I wondered why we even bother removing it. One tutorial I have says to remove it, another kept it. I had no idea that keeping it would fix this. Thanks for the help 4760!



#17
FaerzressSparkles

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I got some new successful exports with better animations now! It looks like I may have these five or six conversions done quickly now that 4760 has solved the animations problem. Of course... I will not hold my breath. Now back to animations exporting...


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#18
FaerzressSparkles

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My hook horror is not showing up in game or in the toolset for some reason. Any ideas on what can cause that?



#19
4760

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No normal map? Scale issue between the import/export operation? Typo in the appearance.2da file? Difference in the name of the mesh in 3ds max and the name of the mdb file?

I'll send you the adamantium golem file in the next couple of hours (along with the tutorial in French I completed this morning, I'll start the English translation later this afternoon).

#20
FaerzressSparkles

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Thanks for the reply 4760, yes, that would be great!

 

I checked the 2da, looks fine. I have a normal map. Maybe there is a scale issue...



#21
4760

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For the scale, try with 0.01 or 100 and see if you can see something.
The other thing to check is that the name of the mdb is the same as the name of the mesh (including the _cl_body01 part), and that it's also the same as the one in the 2da.
Finally, something else to verify is that the _skel in 3ds max the same as the one in appearance.2da, and that the .gr2 also use the same skeleton name. But I doubt it's the reason: if it was the case, you would see very strange things happen to the creature, not make it invisible.

#22
FaerzressSparkles

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Yes, I am very confused as to why it is not working. The 2da, mdb, and gr2 files are named properly. I wonder if it is a texture thing. Did the normal map I sent with the adamantine golem work for you?



#23
FaerzressSparkles

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Gah! I cannot believe I missed this, it was so frustrating and made no sense. I forgot to set the expotron settings for the skin. I need to re-export the animations and fix scaling, but the Hook Horror is in!

 

TheHorror_zpsmfptheqd.jpg


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#24
FaerzressSparkles

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Horror is in, aside from some combat animations.

 

HorrorScaled_zpsccdrereb.png


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#25
kamal_

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With modified arms, and hookpoints for wings/tail, I think that'd be a great vrock as well.