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EVE Probe

 
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Want to make a scene?

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Author
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#121 - 2015-02-10 06:22:08 UTC
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.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

Fredlah
Brutor Tribe
Minmatar Republic
#122 - 2015-02-10 06:24:36 UTC
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
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#123 - 2015-02-10 06:33:46 UTC
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

Fredlah
Brutor Tribe
Minmatar Republic
#124 - 2015-02-10 06:39:43 UTC
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
Brutor Tribe
Minmatar Republic
#125 - 2015-02-10 06:44:28 UTC  |  Edited by: Fredlah
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
#126 - 2015-02-10 07:03:51 UTC  |  Edited by: Valeo Galaem
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

Fredlah
Brutor Tribe
Minmatar Republic
#127 - 2015-02-10 07:08:21 UTC
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
Brutor Tribe
Minmatar Republic
#128 - 2015-02-10 07:19:32 UTC  |  Edited by: Fredlah
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
#129 - 2015-02-10 07:24:52 UTC  |  Edited by: Valeo Galaem
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

Fredlah
Brutor Tribe
Minmatar Republic
#130 - 2015-02-10 10:39:20 UTC
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
CCP Rave
C C P
C C P Alliance
#131 - 2015-02-10 10:43:36 UTC
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.
Fredlah
Brutor Tribe
Minmatar Republic
#132 - 2015-02-10 10:54:54 UTC
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
Brutor Tribe
Minmatar Republic
#133 - 2015-02-10 12:10:42 UTC  |  Edited by: Fredlah
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 :(
CCP Rave
C C P
C C P Alliance
#134 - 2015-02-10 12:50:29 UTC  |  Edited by: CCP Rave
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...)
Fredlah
Brutor Tribe
Minmatar Republic
#135 - 2015-02-10 12:52:06 UTC  |  Edited by: Fredlah
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
Brutor Tribe
Minmatar Republic
#136 - 2015-02-10 13:05:38 UTC
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
Brutor Tribe
Minmatar Republic
#137 - 2015-02-10 13:38:07 UTC  |  Edited by: Fredlah
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]
CCP Rave
C C P
C C P Alliance
#138 - 2015-02-10 16:38:46 UTC
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.
Joshua Foiritain
Coreli Corporation
Pandemic Legion
#139 - 2015-02-10 16:39:43 UTC
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 P

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.

CCP Rave
C C P
C C P Alliance
#140 - 2015-02-10 16:45:54 UTC
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.