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Texture, Model & Animation Help Blender animations
The chaser Offline
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#1
Blender animations

I was making a test to see if some Blender workarounds could be made in order to do a good animation. When I open the model in the model editor, the armature doesn't appear. When I set the model an animation (dae_anim) and I go running it, there's a fatal error. This is the .log.


-------- THE HPL ENGINE LOG ------------
Engine build ID 20100819012504

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1024 x 768 - 32 bpp
Init Glew...OK
Setting up OpenGL
  Vendor: NVIDIA Corporation
  Renderer: GeForce 210/PCIe/SSE2
  Version: 3.3.0
  Max texture image units: 32
  Max texture coord units: 8
  Max user clip planes: 8
  Two sided stencil: 1
  Vertex Buffer Object: 1
  Anisotropic filtering: 1
  Max Anisotropic degree: 16
  Multisampling: 1
  Texture compression: 1
  Texture compression S3TC: 1
  Auto generate MipMaps: 1
  Render to texture: 1
  Max draw buffers: 8
  Max color render targets: 8
  Packed depth-stencil: 1
  Texture float: 1
  GLSL Version: 3.30 NVIDIA via Cg compiler
  ShaderModel 2: 1
  ShaderModel 3: 1
  ShaderModel 4: 1
  OGL ATIFragmentShader: 0
Adding engine materials
Initializing DevIL
  Vendor String: Abysmal Software
  Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 12 2006
  Version Number: 168
Adding engine post effects
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
  Available OpenAL devices:
   0. Generic Software on Speakers (Realtek High Definition Audio)(OpenAL default)
   1. Generic Software on Realtek Digital Output (Realtek High Definition Audio)
   2. Generic Software on Bluetooth Audio Renderer (Bluetooth Stereo Audio)
   3. Generic Software on Bluetooth Audio Renderer (LG GS290 (Stereo Audio))
  Trying to open device 'Generic Software on Speakers (Realtek High Definition Audio)'... Success!
  Number of mono sources: 32
  Streaming setup: 2 Buffers x 524288 bytes each
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
-----------------------------------------------------
ModelEditor Build ID: 20100917115135
-----------------------------------------------------
Created Entity Loader
Added object type: SubMesh <SubMesh>
Added object type: Bone <Bone>
Added object type: Compound <Compound>
Added object type: Light <BoxLight>
Added object type: Light <PointLight>
Added object type: Light <SpotLight>
Added object type: Billboard <Billboard>
Added object type: Particle System <ParticleSystem>
Added object type: Sound <Sound>
Added object type: Shape <BodyShape>
Added object type: Body <Body>
Added object type: Joint <JointBall>
Added object type: Joint <JointHinge>
Added object type: Joint <JointScrew>
Added object type: Joint <JointSlider>

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////

--------------------------------------------------------

Game Running
--------------------------------------------------------
Cache out of date! Reloading collada file 'P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/buggyentities/Blender_test/servant_grunt.dae'
WARNING: No 'extra scene' element found!
Cache out of date! Reloading collada file 'P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/buggyentities/Blender_test/animations/walk.dae_anim'
WARNING: No 'extra scene' element found!

What it seems to be the problem is the extra scene thing. How can I fix this?

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
02-10-2013, 12:19 PM
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WALP Offline
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#2
RE: Blender animations

As far as I know, its only possible to export animations for HPL2 properly using maya.
02-10-2013, 02:19 PM
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The chaser Offline
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#3
RE: Blender animations

As far as you know. My objecive is to open the possiblity of exporting animations to HPL2 without using maya (eg using Blender). That's why I opened this thread, Maya has not to appear here.

Sorry for this (possibly) rude answer to you, but is just to clear things Wink

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
02-10-2013, 04:06 PM
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#4
RE: Blender animations

Even with models that do not crash the editor and show up perfectly in the editor, you will still see the "no extra scene" warning for models exported from Blender. You should note that warnings are not messages that are meant to imply complete application failure; feature failure perhaps, but not something that should prevent you from continuing.

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02-10-2013, 05:11 PM
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WALP Offline
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#5
RE: Blender animations

Hmm... allright then we could try to open 2 collada files, a working one exported from maya and a broken one exported from blender in notepad ++ or simular and see if we can find the problems.


PS: I dont use Maya I use blender too.

EDIT:
Looking at a test I did myself a few weeks ago with the grunt I can already see differences.
I have noticed that the data for the rigs in the files seems to be filled with these kind of things:

" <rotate sid="jointOrientY">0 1 0 0</rotate>"

" <matrix sid="transform">0.9988372 -0.04361763 0.02053845 2.11989e-4 -0.04264279 -0.9980438 -0.04572331 -0.05156488 0.0224926 0.04479433 -0.9987432 1.18619 0 0 0 1</matrix>
<node id="CenterSpine" name="CenterSpine" sid="CenterSpine" type="JOINT"> "

The file exported from blender consist mainly of these "matrix sid" things and only about 10 of these "rotate sid" things. however the maya exported only consist of "rotate sid"s and not a single "matrix sid".

Another thing to note is that the "rotate sid"s are a lot shorter then the matrix ones.
(This post was last modified: 02-10-2013, 06:56 PM by WALP.)
02-10-2013, 06:34 PM
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xxxxxxxxxxxxxxxx Away
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#6
RE: Blender animations

Okay I did some research, too. The <extra> element seems to be an element within Collada files that stores "additional user-defined or application-specific information". My guess would therefore be, that the fact that it's missing is not important, since it's optional.

I also found this:
<matrix> element represents an accumulation of transformations;
<rotate> element represents a rotation about an axis;

So the matrix stores all transformations (translation, rotation, scale) of the joint and the rotate only stores the rotation, I guess? There are more than 9 numbers in the matrix element, tho...

Here's the source
btw, in case someone really wants to dig into this stuff.
(This post was last modified: 02-11-2013, 11:53 AM by xxxxxxxxxxxxxxxx.)
02-11-2013, 11:52 AM
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