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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.10 06:33:46 -
[121] - Quote
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.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 06:39:43 -
[122] - 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
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Posted - 2015.02.10 06:44:28 -
[123] - 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 |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.10 07:03:51 -
[124] - Quote
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.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 07:08:21 -
[125] - 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 |
Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 07:19:32 -
[126] - 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 |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.10 07:24:52 -
[127] - Quote
Fredlah wrote: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. Menu I am referring to: http://i.imgur.com/s27NfyQ.png
I really don't know.
Though I will mention that I had to write a little script to bake the animation to world transforms in Blender. For some reason it's just an internal function that isn't exposed except by command line - and only works on one object at a time, despite what the captions say - hence the script.
### ### Bakes animations data into world XYZ + Eulers over the set animation period. ###
import bpy, bpy_extras.anim_utils
frame_start = bpy.context.scene.frame_start frame_end = bpy.context.scene.frame_end frame_step = bpy.context.scene.frame_step
# pick each selected object and bake animations if object is physical for Obj in bpy.context.selected_objects: if Obj.type in ['MESH', 'CAMERA', 'LAMP']: bpy.context.scene.objects.active = Obj # the function 'bake_action()' is broken and only works on the active object, irrespective of the 'only_selected' parameter (confirmed in Blender v2.73a) bpy_extras.anim_utils.bake_action(frame_start, frame_end, frame_step, only_selected=True, do_pose=True, do_object=True, do_visual_keying=True, do_constraint_clear=True, do_parents_clear=True, do_clean=True, action=None)
Then I have to resample all of the curves, but I'm trying to find a better way to handle that.
Worse case if you can animate in Maya and convert the file in Bender.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 10:39:20 -
[128] - 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 |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 10:43:36 -
[129] - Quote
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. |
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 10:54:54 -
[130] - 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 ;) |
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 12:10:42 -
[131] - 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 :( |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 12:50:29 -
[132] - Quote
Fredlah wrote: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 :(
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...) |
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 12:52:06 -
[133] - 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
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Posted - 2015.02.10 13:05:38 -
[134] - 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
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Posted - 2015.02.10 13:38:07 -
[135] - 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] |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 16:38:46 -
[136] - Quote
Fredlah wrote: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]
Correct. Camera animation paths currently only support gr2 files, but adding some kind of support for camera animation is definitely on our TODO list.
In the meantime, I think I have now fixed the titan-shaking issue in a recent commit (https://github.com/ccpgames/dae-to-red/commit/caf9e629ff3a5c5baf296ebabf2dc77bd2d38cd9). (It now works on my machine)
When you're up to it you may want to get the latest version and see if things behave. Let me know if you run into any more issues. I want to see that awesome movie. |
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Joshua Foiritain
Coreli Corporation Mercenary Coalition
1485
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Posted - 2015.02.10 16:39:43 -
[137] - Quote
CCP Rave wrote:Rollo Brinalle wrote:Joshua Foiritain wrote:Two questions, when using _handle_empty_scene to render a scene without a nebula is it possible to change the black BG color to something else? (like green) I noticed the _handle_trinity_setting option but have no idea what kind of options we can change Also the capture option does not seem to work for me, this is the command line im running: C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp /windowed /width=512 /height=512 /scenes=test.yaml /capturefolder=D:\Movies I've tried various folders, existing and none existent ones, different drives, trailing slash, no trailing slash, etc. Nothing jumps out in the error log. Any idea what im doing wrong? The capture did not work for me either also tried various folders etc... Also has anyone figured out how to place a structure? I tried a few stations with no luck. I have it narrowed down to the DNA and tried to use the graphic_type.yaml that has been floating around on the thread with no luck. There seems to have been an error in the documentation. Fixing it now. The /capturefolder argument should have an underscore in it like so /capture_folder
Yay that works. Can get some more info the options of; _handle_trinity_setting(setting, value)
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.
The Coreli Corporation is recruiting.
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 16:45:54 -
[138] - Quote
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.
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Joshua Foiritain
Coreli Corporation Mercenary Coalition
1485
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Posted - 2015.02.10 16:52:49 -
[139] - Quote
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
The Coreli Corporation is recruiting.
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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.10 19:02:08 -
[140] - Quote
CCP Rave wrote: In the meantime, I think I have now fixed the titan-shaking issue in a recent commit (https://github.com/ccpgames/dae-to-red/commit/caf9e629ff3a5c5baf296ebabf2dc77bd2d38cd9). (It now works on my machine)
When you're up to it you may want to get the latest version and see if things behave. Let me know if you run into any more issues. I want to see that awesome movie.
I've pulled your latest revision and it actually makes the animation more jerky. I'm testing it using the example animation after it has been re-baked and re-sampled in Blender. Those poor drones were convulsing!
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.11 02:48:03 -
[141] - 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 |
kelvin oriley
Un4seen Development Sev3rance
6
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Posted - 2015.02.11 03:00:00 -
[142] - Quote
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 |
Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.11 03:05:17 -
[143] - 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 ;) |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.11 11:24:59 -
[144] - Quote
Valeo Galaem wrote:
I've pulled your latest revision and it actually makes the animation more jerky. I'm testing it using the example animation after it has been re-baked and re-sampled in Blender. Those poor drones were convulsing!
I don't think I ever did any baking or sampling on my end . If possible, I would like to get my hands on your Collada (.dae) files for debugging. |
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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.11 19:22:25 -
[145] - Quote
CCP Rave wrote:Valeo Galaem wrote:
I've pulled your latest revision and it actually makes the animation more jerky. I'm testing it using the example animation after it has been re-baked and re-sampled in Blender. Those poor drones were convulsing!
I don't think I ever did any baking or sampling on my end . If possible, I would like to get my hands on your Collada (.dae) files for debugging.
Sure! Here is the example animation after I've baked keyframes into it:
https://www.dropbox.com/s/sedikftp37mudf2/example-baked.dae?dl=0
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.
Darn.
I was hoping that just doing this would work:
- [camera, ((camera_name)), 0, 0, 0] - [select_camera, ((camera_name))] - [bind_matching_dynamics, '((scene_with_camera_name.red))']
When you get around to implementing it consider supporting curves on the camera's field of view.
Optical focus would also be interesting, but I don't see yet how to translate that into Collada (and previewing it in Blender isn't possible without a render).
edit: I played with the idea of driving the Z-scale of the camera (a largely irrelevant property) with the focus distance property, so that might be a way to export a focus curve.
Also, did you know that dae-to-red will accept a zip file? I tried breaking it with random files, and the first one I used was the .zip of the source code (which included the example collada files). I did a double take when it actually created an output. Parsing .zip files seems to be a feature of the collada package.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Witchway
Hard Knocks Inc. Hard Knocks Citizens
175
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Posted - 2015.02.13 01:56:44 -
[146] - Quote
unfortunately for someone who can't code worth a bit and works almost entirely visually, this program is not good at all. I have been trying to extract textures and models using tri-exporter as well and even that has gotten ridiculously complicated with all the new maps - all just very inefficient.
Official Shit Talking Captain, Bastard of Hard Knocks Inc.
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AlleyKat
The Unwanted.
870
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Posted - 2015.02.13 12:43:10 -
[147] - 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 record 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 This is the way they have been creating trailers inside CCP for nearly a decade.
It may answer the question for you why they do not create a lot of videos using this method and partially why it takes a team to create them. It certainly answers the question as to why a lot of the trailers originally had lots of ships moving in a straight line.
I said this in the speakers corner thread; we are a very long way away from having a drag 'n' drop NLE system for cinematic/machinima purposes by the playerbase.
A side note, Ian Chisholm spent a week at CCP learning this - and I can only speculate the first thing he learnt was creating a one camera scene of one object not moving, probably followed by a brofist or high-five.
Like chess, this will take time to learn and years to master - waiting for a better solution/workflow is unrealistic because, frankly, if there was a better way, CCP would have deployed it internally 10 years ago and saved themselves 5 employees @ $X cost per year.
AK
PS: the DUST trailers were worse than this, they had to use UE3 and composite the footage with the EVE/Jessica renders. Now, that was a nightmare of monumental proportions. I cannot give that team enough kudos for what they create.
This space for rent.
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l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.13 12:56:58 -
[148] - Quote
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. Please .. PLEASE! That would make me soooo happy.
All I want is a rotating ship on a green background :)
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Norrin Zelkarr
WiNGSPAN Delivery Services The WINGSPAN Logo Alliance
17
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Posted - 2015.02.17 22:32:34 -
[149] - Quote
Ok, ship types, I get. What about planets? Is there a scheme to them as well?
Edit: Also, I can't seem to get the frames to capture using this command:
Quote:This will run your scenes in the probe. In order to capture the frames so that we can create our movie we need to add the /capturefolder argument. The following example would save its frames to c:\movie\scene_1\frames:
.\bin\exefile.exe /lib=code.ccp /scenes=scene_1.yaml /capturefolder=c:\movie\scene_1\frames |
Joshua Foiritain
Coreli Corporation Mercenary Coalition
1485
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Posted - 2015.02.19 14:59:35 -
[150] - Quote
Norrin Zelkarr wrote:Ok, ship types, I get. What about planets? Is there a scheme to them as well? Edit: Also, I can't seem to get the frames to capture using this command: Quote:This will run your scenes in the probe. In order to capture the frames so that we can create our movie we need to add the /capturefolder argument. The following example would save its frames to c:\movie\scene_1\frames:
.\bin\exefile.exe /lib=code.ccp /scenes=scene_1.yaml /capturefolder=c:\movie\scene_1\frames
You have to use capture_folder instead of capturefolder then itll work.
Planets are also possible, iirc theres a demo scene with a planet and a jovian station in the files where you can copy&paste the code. It should also be explained in the doc files. Dont have access to my home computer atm so i cant copy&paste the code
The Coreli Corporation is recruiting.
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