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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.09 06:30:58 -
[1] - Quote
Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp?
Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect?
Edit: also, when creating custom animation paths in maya, what scale are we working to? i.e if we want a rifter orbiting a stargate at 5km, and maya is set to centimeter working units, what kind of size are we looking for getting it looking right?
I guess I could try and import the eve asset models into scene and use them as animation references, would that then be 1:1 scale to in-engine?
double edit: I can't not ask for the high-res texture pack at this stage. even if it is only compatible with eve-probe... that would make my day. |
Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.09 09:03:17 -
[2] - Quote
Valeo Galaem wrote:Fredlah wrote:Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect? Eve Probe doesn't do sound. You will have to capture the video and mix it in during editing.
True. I assume there should just be an effect to call for the warp flash though, thanks for your help :) |
Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 03:35:27 -
[3] - Quote
Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :( |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 05:20:54 -
[4] - Quote
Valeo Galaem wrote:Fredlah wrote:Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :( Nvm, I just figured out what you are doing..! You need to drop your .dae file on the file icon of 'dae-to-red.bat' in Explorer, not in the command prompt window that opens when you run it. Sorry for the confusion. I updated the wrapper script to be more clear just now.
Yeah, I realised this reading your pre-edit post, I should have known better :P |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 05:30:06 -
[5] - Quote
Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version.
Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy
Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :( |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 06:10:00 -
[6] - Quote
Valeo Galaem wrote:Fredlah wrote:Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version. Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :( That's the error I got when my Blender animations didn't key on each of the XYZ animation channels in the same frame. One or two of of the coordinates is missing and the program is trying to interpret empty data. My solution was to resample all of the curves in Blender which generated keys on every channel for every frame. dae-to-red could parse the animation then, but the animation keys are at too high a rate and plays back jerky/laggy in Eve Probe (that or the data has bad precision issues during conversion). I'm looking at fixing the issue in dae-to-red, but I can't say when I'll have it figured out.
I've tried rebaking the animation on every object out to keyframes but still same error. I can pastebin you the contents of my dae file to determine if it's an issue with the DAE_FBX output rather than an issue with keyframes or something |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 06:24:36 -
[7] - Quote
Valeo Galaem wrote:Fredlah wrote:I've tried rebaking the animation on every object out to keyframes but still same error. I can pastebin you the contents of my dae file to determine if it's an issue with the DAE_FBX output rather than an issue with keyframes or something Sure.
Too much text for pastebin, so I dropboxed the file: https://www.dropbox.com/s/9jzylthlkzhywj8/test.dae?dl=0 |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 06:39:43 -
[8] - Quote
Valeo Galaem wrote:Fredlah wrote:Valeo Galaem wrote:Fredlah wrote:I've tried rebaking the animation on every object out to keyframes but still same error. I can pastebin you the contents of my dae file to determine if it's an issue with the DAE_FBX output rather than an issue with keyframes or something Sure. Too much text for pastebin, so I dropboxed the file: https://www.dropbox.com/s/9jzylthlkzhywj8/test.dae?dl=0 I think your problem is you are using Quaternions instead of XYZ Eulers for rotation. Change your objects to use Eulers and re-bake the animation. I did this in Blender and it worked fine.
From what I am reading maya defaults to Euler rotation, but not sure where to find the setting to verify that |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 06:44:28 -
[9] - Quote
Found the setting, maya defaults to Independent Euler-angle curves for the "New Curve Default", and Quaternion Cubic for the "New HIK curve default"
Do I want Independent Euler-angle curves or Synchronszed Euler-angle curves?
Edit tried with both settings, same issue |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 07:08:21 -
[10] - Quote
Valeo Galaem wrote:Fredlah wrote:Found the setting, maya defaults to Independent Euler-angle curves for the "New Curve Default", and Quaternion Cubic for the "New HIK curve default"
Do I want Independent Euler-angle curves or Synchronszed Euler-angle curves?
Edit tried with both settings, same issue I'm not a Maya user (I barely consider myself a Blender user) - all I can do is show you what I do in Blender to fix it. What's wrong in your Collada file: http://i.imgur.com/sbVieDA.png Your object properties are using Quaternions. This also shows up in the animation curve channels. How I fixed it: http://i.imgur.com/zrMy40o.png I just changed the object to use Eulers instead. Then re-baked and re-sampled the animation. Make sure that the animation channels are listing Eulers and not Quaternions.
Yeah they are definitely set to Euler in maya :( I think its an issue with the DAE_FBX export, will poke around and find a different plugin |
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Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 07:19:32 -
[11] - Quote
I found the options in the FBX_DAE exporter that controled these settings. It was set to "Resample as Euler Interpolation", so I changed that to "Set as Euler Interpolation", no difference. Only other option to set it to was "Retain Quaternion Interpolation".
options I am referring to: http://i.imgur.com/s27NfyQ.png |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 10:39:20 -
[12] - Quote
Have installed Maya 2013 plus the dedicated collada plugin, rebuilt the scene and still getting the same issue. Ugh. Don't want to have to download blender just to use it to convert my .dae files but I might just have to |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 10:54:54 -
[13] - Quote
CCP Rave wrote:Fredlah wrote: Yeah they are definitely set to Euler in maya :( I think its an issue with the DAE_FBX export, will poke around and find a different plugin
Try OpenCOLLADA. That's the one I use.
I downloaded the x64 version of 1.4.1 from https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools (http://collada.org/public_files/OpenCOLLADA/COLLADAMaya_x64_1.4.1.msi)
I just re-installed it and now it's working... weird. Hopefully this sticks, as ill be linking a kickass video in here later if it works ;) |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 12:10:42 -
[14] - Quote
No, it still looks like I'm having issues...
To test, I opened the example maya file, exported with opencollada using the same flags as the example.dae, seems to work fine.
I then try and convert the dae file using the pre-compiled script, it does not error in the script, but the resulting .red file simply contains "type: EveSpaceScene", and that's all.
here is my example.dae file before attempting to convert it to a .red https://www.dropbox.com/s/6tyvjl2mmscbywk/example.dae?dl=0
I thought it was working earlier as I was not getting an error on conversion, but in reality I was getting empty converted files :( |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 12:52:06 -
[15] - Quote
Played around with settings and now have a working file after conversion which is good.
Got the red file into probe, made a scene, got it all launching and running, for one small problem.
The titan, in maya, follows a slow curve orbit. In probe, it flickers all over the place weirdly and does not follow a straight line.
red file: https://www.dropbox.com/s/y3jlqdvbqcsmg3l/ragnarok.red?dl=0
scene file: http://pastebin.com/raw.php?i=mbiWpGmp
link to the titan in maya exported as fbx (if you can't see the titan make sure your far clipping plane is sufficiently high, titans are big yo) : https://www.dropbox.com/s/667nuxgxrk7nrus/titan.fbx?dl=0
If its easier making a youtube video of what's going on I can do that |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 13:05:38 -
[16] - Quote
CCP Rave wrote: Looks like the exported data is missing the library_animations tag along with all the keyframe animation data.
This may be a silly question but does the scene you are exporting have keyframes yet? How are you exporting the scenes ? (I usually click File->Export All...)
I ended up working out that I had the 'Sample' flag enabled in export, which caused that issue. |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 13:38:07 -
[17] - Quote
Also just trying to play around exporting a camera move, getting the following error when using the dae to red converter: http://pastebin.com/raw.php?i=egvD3uNa
edit: I guess camera animation paths are only supported from the gr2 files anyway. I have a camera animation in maya already to scale, what would be the easiest way of getting that into a gr2 file for probe to load?
Would it be possible to get probe to load the movement path of any object in the dae/red export as the camera path?
eg I parent dummy geo to the camera, name it 'camera_path", bake it out to keys, export it from maya with my ship movements, so I have a two ship paths and a camera position/rotation path, and have probe use that?
eg - [set_camera_animation, 'res:/curves/scene2_objects.red', camera_path] |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.11 02:48:03 -
[18] - Quote
Joshua Foiritain wrote:CCP Rave wrote:Joshua Foiritain wrote:
I'm wondering if its possible to change the BG color from black to something else (like green) when rendering a scene without a nebula.
Not yet, but it shouldn't be too hard to implement and I can definitely see how that could be useful. I would be many happies
Alternately it would be cool if probe could output scenes in it's render layers with alpha channels, so if you want to put the ships on a different background you're destroying ship edges with a key :P
also, having a z-buffer output would make me a very happy man. because then I can accurately calculate depth of field in nuke :D
I understand that you guys might be averse to breaking apart renders into diffuse/spec/reflection/emissive/nebula/effects/ambient occlusion/zdepth etc as the point of probe is primarily for QA |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.11 03:05:17 -
[19] - Quote
kelvin oriley wrote:i was so excited when i read that they would be releasing a method of creating custom scenes i would love an easy way to create scenes for youtube but sadly my hope and joy was shattered when i saw the task it is to actually create a single scene
now i'm no idiot i use programs like after effects photoshop blender autocad on a daily basis but editing python coding to modify a visual scene seems clumsy and pointless
i will have to continue with me and my friends logging onto sisi and recorde from in game footage as this method is totally useless to me and to eve most above average users
its that bad that i haven't found a single youtube video of it in use yet not alone a simple to follow instructions
very sad
There is no python coding required, just very basic YAML to set up the scene, which has been documented in probe. And there is no videos out from it yet because it only was released 2 days ago, and is effectively a bleeding edge internal tool, it's not feature complete yet. CCP are just testing the water to see what people can do with it, or even if people want to use it.
If you open up C:\ProgramData\CCP\EVE\SharedCache\probe\docs you will find 4 html pages with very simple to follow instructions :)
CCP Rave wrote:
Correct. Camera animation paths currently only support gr2 files, but adding some kind of support for camera animation is definitely on our TODO list.
My scene relies on the custom camera move so I'll have to wait till its supported in the red files :)
...unless you're happy for me to send you an export of the camera to turn into a gr2 ;) |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.03.17 16:15:11 -
[20] - Quote
Tzeentchful Nakrar wrote:Can a Dev comment on when we might get camera support in .red files? Right now this is holding us back from making some real amazing stuff.
+1 |
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