new import formats

Re: new import formats

Postby Skinnytorus » Friday, 18.July 2014, 14:52

Man... This is insane. This is a VERY simple animation on a very simple model. I'm stuck on exporting a correct .dae file. Animation is there, but the mesh is soooo distorted... I attach the blend file with textures. Maybe you'll want to play with it...
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Re: new import formats

Postby ikam » Friday, 18.July 2014, 16:15

yea lol it's a bit distorded...

I exported it so dae and fbx.
when I re-import it to maya, it is distorted too, and log impot give some errors...

For model created directly inside maya and exported to fbx or dae it works correctly. see example (animation sucks, but it is home made :p)

I suspect the blender exporter and it seems an axis problem...

Morehover there is another problem yet if you stack mesh operator under importex, it loose assimp infos... need to find a way to get persistant infos.

edit : dino example contain animation and clusters
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Re: new import formats

Postby ikam » Friday, 18.July 2014, 16:42

but your previous blender file, works well. maybe a problem with your bones...

edit : there is stranges bones in your files (outside the mesh)...
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Re: new import formats

Postby Skinnytorus » Friday, 18.July 2014, 17:04

Check this one. It at least looks ok in the assimp viewer.
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Re: new import formats

Postby Skinnytorus » Friday, 18.July 2014, 17:16

Here is what your dino looks like in wz4. Wrong import options?
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Re: new import formats

Postby ikam » Friday, 18.July 2014, 18:14

I made a fix this afternoon for that
update and it is ok
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Re: new import formats

Postby ikam » Friday, 18.July 2014, 19:11

I found the problem with your file, it is a bad skinning of my part, I make a fix and send an update.
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Re: new import formats

Postby Skinnytorus » Friday, 18.July 2014, 19:19

Cool! By the way: if you disable boneweight in the import options (importEx), you can't re-enable it. It must be a bug. I disabled the 'boneweight' and was able to check UVs in my dae file. They are OK. The only thing I had to do was enable 'materials' import.
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Re: new import formats

Postby ikam » Friday, 18.July 2014, 19:42

animation fixed.
Yes I see for the flag bug... thanks
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Re: new import formats

Postby Skinnytorus » Friday, 18.July 2014, 20:20

Now animation works! Great job! =D> =D> =D>
But it won't work if you set any mesh operator (including SetMaterial) before RenderMesh. Seems to be another bug... :-k
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Re: new import formats

Postby ikam » Saturday, 19.July 2014, 20:28

I added a fix to get working with mesh operators (includind setmaterial).
Infortunatly skeleton doesn't support mesh transformations, this mean that all operators that transform the mesh pose (Transform, Center, Multiply, etc...) will not works or will deform the skeleton and produce bad anim (use yellow opartors instead), else most of others operators will works.

I tested different animated models with or without clusters, and all seems to works now.

[edit] I modified the animation time (driven by BoneTime) to get a similar behavior as xsi import (time range from 0..1, morehover it really simplify the code and run a bit faster) so use the next script code to run in loop from 0..1 with a time factor of 20 (for example)
Code: Select all
Bonetime = time * 20%1;
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Re: new import formats

Postby Skinnytorus » Saturday, 19.July 2014, 21:36

Yey!!! It works with .dae at last! :-({|= =D> You are now conferred the title of Master of CG Puppets! :lol:
I will have a better look tomorrow and get back to you.
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Re: new import formats

Postby Skinnytorus » Sunday, 20.July 2014, 07:48

Yep. I guess it's working properly now. What other formats did you test?
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Re: new import formats

Postby ikam » Sunday, 20.July 2014, 07:52

dae, fbx, .x

street fighter demo scene
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Re: new import formats

Postby Skinnytorus » Sunday, 20.July 2014, 08:31

Cool stuff, man. The problem now is that animation doesn't work in Chunks particle operator. None of the options under animated (SLOW) work (except random size). As *dae from Blender (and maybe some other formats) come aligned along a wrong axis, and mesh transforms are useless for animated meshes, some pre-transform controls in Chunks are needed as well (or maybe even a special mesh operator for transforming meshes with bones?).

Edit: Or even better: pre-transforms to be directly in the impotEx operator.
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