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Biped origin #14
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Hi yrupik
whenever i say (0,0,0), i mean set all properties to default position (pos, rot, scale) in local-space (parent-space). Once you have included this 2 extra-objects, you will be able to control the mesh position exactly as you suggested. I know that sounds like lot of steps, but actually its quite fast, once you understand the setup/system. I will mark this as enhancement, as i still have hope that there is a better solution, that i havn't found yet. Hope that is any help cheers Robin |
Hi Robin. Thank you very much for providing this; your solution has allowed me to move forwards. However, this method (unless I've done something wrong) doesn't appear to be compatible with translation animations, like walking; the character I'm animating starts to slide backwards half way though it's loop cycle, so they finish off where they began. I was already having problems with translation animations, so will translate my animations in code for now until a better solution is found. Thanks again for the help, Yan |
Hi again You know about the stitchFinal property on animClips ? |
I've figured out where I was going wrong. Using the method described above, I hadn't realized that I needed to modify my animation so that the master dummy was used to position the mesh on the x,z plane; the biped's old root bone can still be used for y animations, however. Luckily, this was a relatively easy modification and I'm only mentioning it here to prevent others from making the same mistake. Also, I discovered that if you don't attach the mesh to the master dummy, then the dummy doesn't get exported. However, I am still experiencing a problem with translation. At a random point during an animation, the biped's translation seems to slow down for a moment. It's only quite subtle, but results in horrible, jerky animation when looped. The weird thing is, the glitch seems to start at a different, random point every time I load it into away builder. I was also experiencing this problem before I used the method mentioned above, so I'm not sure it's directly related. I've created the simplest awd and 3ds max 2014 file to demonstrate this glitch; these can be downloaded form: http://www.yrupik.plus.com/AnimGlitchExample.zip To reproduce it:
Cheers, |
hey yan i am sorry to say this: You can NOT rely on AwayBuilder for precise debugging of your animation. AwayBuilder has several bugs for playing back animationClips. I was trying to fix some of this some days ago, but for now i ended up with worse stuff than before...because the Away3d 4.2 refactor is going on right now, i decided to wait for Away3d 4.2 to be finished before looking into AwayBuilder again... One AwayBuilder - bug for playing back anim, is definitv the varying start positions of the clips. Anyway, i will have a look at your files, to check where the problem is ( exporter/ awayBuilder/ engine). cheers Robin |
Hi Robin, Thanks for the quick response. It's too bad about AwayBuilder, it's turned out to be a bit of a red herring for me, though I still can't seem to get translating animations to loop smoothly even in my own code; It feels like there's an issue with the exporter. However, I understand the plug-in is still under development, and you guys are probably busy with some (very excellent) other stuff right now, so will probably wait till v1.0 before continuing. I've put together a very simple as3 project that demonstrates the issue and have updated the files in the link above to include this. You can view the compiled swf here: http://www.yrupik.plus.com/animtest/ Thanks for your help :) Yan |
Hey again. I did not had time yet to look at your files....will do so later (after germany is world Champion. ...) Cheers |
ok - i had a look at your files. Found a quite big bug in the exporter (your file should have exported with 27 frames, but instead only 8 frames was exported). Was a simple bug. I cannot share the fixed version yet, because other parts of the exporter are not working in this version right now. I checked there is a bug in the away3d engine, that seams to set a wrong totalDuration for a animationClip. Conclusion: I will keep investigating this, as i think its crucial that this kind of animation works. |
ok I hope i can upload the fixed exporter real soon. Hope that all makes sense and is of any help Cheers Robin |
hm |
Hi Robin, Great work! The new animation looks pretty perfect to me. I'm not sure if I can see any timing issues (or if my laptop is just a bit too old), though will update some proper animations and will see how they look. This is certainly good enough for me to move forwards with. Thanks greatly for your help, and thanks for such an awesome library as away3d. ...Also, congratulations winning the world cup yesterday ;) |
Hey Happy i could help. yeah - not really interested in football (did not even watched the complete match yesterday...). because the current exporter-version has this bug to automatically skip keyframes on export, you might run into timing issues again. anyway, the plugin will be updated soon (without this bug) |
Not exactly a bug, but when I export a Biped, the origin (0,0,0) of the AWD mesh is centred where the root bone was located, in it's pelvis. It would be a lot more useful (and normal) to have an option to located the origin at the bipeds feet, so the mesh could be more easily positioned on the ground without having to take it's height into consideration. I'm using the latest 2014 64 bit version of the plug-in. Thank you.
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