User talk:Bobbysoon/Animation Discussion
Working on a workflow for animation. Made a dependencies and xml browser to help me get with the program It doesn't even use idle, does it? It's always running, right? So for starters I should work on anims from the run set? --Bobbysoon 19:41, 6 September 2009 (UTC)
- I think we need these animations:
- -Idle - simple Iron Demon standing
- -Turn left / Turn right - simple Iron Demon standing, but during this animation he rotates around his axis a bit left/right. Maybe you can give him a slight movement of legs to make it look better.
- -Run forward left leg / Run forward right leg - these two will be alternating to make Iron Demon run forward. His "run" should look similar to Mutant Muro's movement ( slow and heavy ), but ID should move more robotic - like.
- -Run backward left leg / Run backward right leg - just reversed versions of aforementioned, used for backpedaling
- -Runstart forward / Runstart backward - transition animation, starts from idle, moves one leg a bit forward so it can smoothly transit to either left leg or right leg run animation. You can choose which one, that does not matter.
- -Runstop forward / backward - opposite of those two above.
- I think we need these animations:
- I guess that should be enough for the beginning. Later we can add more. --Loser 20:29, 6 September 2009 (UTC)
bobbysoon, I watched your animation on YouTube as linked to above. Looks like you got the mechanics down perfectly. Now, help a confused guy out. Is that intended to be a walk or a run? And what did you mean about the model kneeling? --Iritscen 02:24, 9 September 2009 (UTC)
- That's walking. Here's a side view, starting with kneeling and standing full height at the end. --Bobbysoon 04:29, 9 September 2009 (UTC)
- Okay... so, dumb question time: why is he "kneeling"? --Iritscen 14:53, 9 September 2009 (UTC)
- Cause that's it's no-anim using default pose. That's how the model was that I got, and I defaulted node rotations before attaching the mesh to them. --Bobbysoon 16:53, 9 September 2009 (UTC)
- Hmm, see, here's part of why I'm so confused: the ID does not seem to have lower legs; rather the upper legs connect to the feet with a rotating joint. Hence, I don't know what kneeling means because I don't consider the ID as having knees. Do you mean that the old ID stood up straighter than the new ID, i.e., the upper body was angled back more with respect to the feet? --Iritscen 18:20, 9 September 2009 (UTC)
- It's about .375 units taller standing up. The way it's legs fold, it's 'knees' are reversed, like a bird's. I'll try to make another TRBS, standing as default pose --Bobbysoon 20:27, 9 September 2009 (UTC)
- Bebuggeredly with the 3ds exports, crash after crash. Blasted ColladaMAX. I'm yet to isolate what it's blathering about.
- I've read it said that animations are rotation only - yet, it's appearant in the oni2 trailer, that the ID has a bobbing pelvis - or that it's using an alternate node set that simulates a bouncing center of gravity. I have observed that deleting the pelvis's animation keys allows OniSplit to progress to report errors about a calf, rather than the pelvis (something about -z rotation). I'm sorry I didn't take better notes. Between 3ds, colladaMAX, OniSplit, and life in general, I'm getting rather frayed. Point being, this might take a while --Bobbysoon 06:38, 10 September 2009 (UTC)
- Animations are rotation only...except for the pelvis. :p The pelvis can translate as much as it likes. Gumby 13:07, 10 September 2009 (UTC)
- I know the feeling, believe me. Eventually it seems like nothing works and you don't remember what you did when it was closest to working. Notes are in fact important for keeping track of what you try, but you already know that. Just don't feel that you have to solve these problems on your own. If you paste in some specific errors from OniSplit, for instance, Neo might be able to help you (might have to post your animated model too). We're getting into the least-proven area of modding now, so we'll just have to slog through in small steps together. --Iritscen 13:27, 10 September 2009 (UTC)
- You don't have to struggle alone, post the collada files, so we can take a look. EdT
- Thanks. Ok, 3 out of 4 - I accidentally overwrote stepa with a dae meant for trbs. nvm the filenames. Also, here's an XML Animation file (*.xaf), if any of you guys can import that. 0-19:start, 20-39:step a, 40-59:step b, 60-80:stop --Bobbysoon 22:46, 10 September 2009 (UTC)
- Neo (Creator of OniSplit) has been notified about the problem, now we just wait until he looks at the dae files and figures out the problem. EdT
- Bobby: Can you export the TRAMs as FBX files? Neo is having some issues with the Collada files, somehow, they don't look right. The body seems to move up. EdT
FBX variants.rar Probably just need the one from the latest version (I think it's version variants), but had done them all last night anyhow. Exporting these never crashes 3ds - it'd be great if these could be accommodated by oniSplit. --Bobbysoon 23:02, 11 September 2009 (UTC)
- These files are in the Collada format. Can you export the TRAMs so that there are in the .fbx format. Something like this: TRAMID_runstart.fbx EdT
- Sorry about that - although I think the content is as it would be had I typed .fbx, or not appended an extension when exporting. I used 3ds's built in exporter for FileType: (*.fbx; *.dae). 2 plugins in one? Anyhow, here's ascii TRAMID_runstart.fbx and not ascii TRAMID_runstart.fbx, and these are the options:
- These files are in the Collada format. Can you export the TRAMs so that there are in the .fbx format. Something like this: TRAMID_runstart.fbx EdT
- You forgot to include the animation in the fbx file. I noticed the Animation box was not selected. Also, can you include the native .3ds file of the walking animation? I think I can open it up in Cheetah3D. EdT
- colladaMAX crash figured out (fingers crossed). I cleared smoothing groups, applied fresh, textureless materials, exported to .3ds, imported it back, and was then able to export with colladaMAX to dae with animations, without crashing.
- The -z error occured when the sample animation option was unchecked:
- "Sample animation: Enables time-sampling the animated parameters, within the Start and End time interval. One sample is taken per time unit. If this option is disabled, ColladaMax will attempt to export the animated parameters as key-frames."
- With it checked, OniSplit reports this:
- Importing D:\Oni\Edition\install\packages\21100Iron_Demon\oni\level0_Final\dae\TRAMID_run1stepa.DAE
- System.IndexOutOfRangeException: Index was outside the bounds of the array.
- at Oni.Geometry.Dae.Reader.<>c__DisplayClass16.<ReadAnimationChannel>b__15(Node node)
- at Oni.Geometry.Dae.Reader.<>c__DisplayClass1d`1.<BindId>b__1c()
- at Oni.Geometry.Dae.Reader.ReadRoot()
- at Oni.Geometry.Dae.Reader.ReadFile(String filePath)
- at Oni.Totoro.AnimationDaeReader.Import(String filePath, String outputDirPath)
- at Oni.Program.CreateGeneric(String[] args)
- at Oni.Program.Main(String[] args)
animations, time interval and key specific
- Thanks for the files, I'm trying to fix this. Some more notes:
- -Some of the problems are caused by Z-up vs. Y-up. Converting geometry from Z-up to Y-up is easy but I seem to have problems converting animations (and Softimage seems to have the same problems)
- -Another problem is that ColladaMAX exports a type of animation interpolation that OniSplit does not handle (TCB). I'll add support for that if I can figure out what TCB means. Until then the "sample animation" option is a good workaround (and keep in mind that you need 60fps, not 30 like in your fbx exporter screenshot).
- -Autodesk has a free "FBX Converter" that can be used to convert from .fbx to .dae (and back). It can also convert from .3ds to .fbx. See if that can be used as an alternative to ColladaMAX. Download here: FBX Converter
- -I'd suggest that this animation discussion be moved to a different page. It's getting long and we've yet to see the end of it.
- Neo
- Thanks for your hard work, Neo. Re: moving to a different page, technically this entire page's contents belong at AE_talk:Iron Demon, but I was waiting until we were done talking before I moved it, so as not to disrupt anything. Anyway, moving all of this over there won't help the animation discussion being huge, so perhaps I should give this topic its own subpage. But I don't really think it's that big, yet, as long as you click on [edit] for this section only when editing. If you want, though, I will move it to a subpage now; otherwise I will wait until the section's gotten over, say, 20KB (it's just under 10KB now). --Iritscen 15:12, 12 September 2009 (UTC)
- moved from User_talk:Bobbysoon --Bobbysoon 17:26, 12 September 2009 (UTC)
- Thanks for your hard work, Neo. Re: moving to a different page, technically this entire page's contents belong at AE_talk:Iron Demon, but I was waiting until we were done talking before I moved it, so as not to disrupt anything. Anyway, moving all of this over there won't help the animation discussion being huge, so perhaps I should give this topic its own subpage. But I don't really think it's that big, yet, as long as you click on [edit] for this section only when editing. If you want, though, I will move it to a subpage now; otherwise I will wait until the section's gotten over, say, 20KB (it's just under 10KB now). --Iritscen 15:12, 12 September 2009 (UTC)