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EVE Probe

 
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Want to make a scene?

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Author
Joshua Foiritain
Coreli Corporation
Pandemic Legion
#141 - 2015-02-10 16:52:49 UTC
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 Big smile

The Coreli Corporation is recruiting.

Valeo Galaem
Deep Core Mining Inc.
Caldari State
#142 - 2015-02-10 19:02:08 UTC  |  Edited by: Valeo Galaem
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

Fredlah
Brutor Tribe
Minmatar Republic
#143 - 2015-02-11 02:48:03 UTC
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 Big smile



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
Caldari Deep Space Ventures
Reckless Contingency.
#144 - 2015-02-11 03:00:00 UTC
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
Brutor Tribe
Minmatar Republic
#145 - 2015-02-11 03:05:17 UTC  |  Edited by: Fredlah
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 ;)
CCP Rave
C C P
C C P Alliance
#146 - 2015-02-11 11:24:59 UTC
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 Oops.
If possible, I would like to get my hands on your Collada (.dae) files for debugging.
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#147 - 2015-02-11 19:22:25 UTC  |  Edited by: Valeo Galaem
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 Oops.
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

Witchway
Hard Knocks Inc.
Hard Knocks Citizens
#148 - 2015-02-13 01:56:44 UTC
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.

AlleyKat
The Unwanted.
#149 - 2015-02-13 12:43:10 UTC
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.

l0rd carlos
Goryn Clade
#150 - 2015-02-13 12:56:58 UTC
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

Norrin Zelkarr
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#151 - 2015-02-17 22:32:34 UTC  |  Edited by: Norrin Zelkarr
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
Pandemic Legion
#152 - 2015-02-19 14:59:35 UTC
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 P

The Coreli Corporation is recruiting.

TheSmokingHertog
Julia's Interstellar Trade Emperium
#153 - 2015-02-23 19:32:51 UTC
Tipa Riot wrote:
Are we getting closer to a replay feature for an in-game flight recorder?


this would be so cool.

CCP could start up with certain set of actors that are taken in for recording from a live scene, over time the actor amount could be expanded to all active actors on screen. Simulators with a lot of actors are huge in my logistics field, no idea how EVE compares.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Ragnar Sorlandschip
The Scope
Gallente Federation
#154 - 2015-02-24 14:58:55 UTC  |  Edited by: Ragnar Sorlandschip
I'm still having problems installing dae-to-red.

http://pastebin.com/jNMxkjsr

Do I just need to install Atlas, Blas and Lapac, or am I missing much more?


EDIT: Think I've got it to work, the program converts the dae file with no messages. If I try to just make an animation curve on Y rotation in blender and press export to make the dae, this comes up when trying to convert it: http://pastebin.com/k5ivtArz
Obviously i'm doing something wrong (or not at all), but what would that be?
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#155 - 2015-02-26 21:06:57 UTC
Ragnar Sorlandschip wrote:
I'm still having problems installing dae-to-red.

http://pastebin.com/jNMxkjsr

Do I just need to install Atlas, Blas and Lapac, or am I missing much more?


EDIT: Think I've got it to work, the program converts the dae file with no messages. If I try to just make an animation curve on Y rotation in blender and press export to make the dae, this comes up when trying to convert it: http://pastebin.com/k5ivtArz
Obviously i'm doing something wrong (or not at all), but what would that be?


Make sure that your animation is keying on all XYZ channels.

Standalone Windows build of ccpgames/dae-to-red

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

Ragnar Sorlandschip
The Scope
Gallente Federation
#156 - 2015-02-26 23:51:27 UTC
Valeo Galaem wrote:
Make sure that your animation is keying on all XYZ channels.


I believe I am keying an all frames, but I get the same error. What I meant to say earlier is that the provided example file converts without errors, so the fault is with what I'm doing in Blender. From a fresh installation, are there any special steps I need to take?

/totalpleb
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#157 - 2015-02-27 02:43:09 UTC
Ragnar Sorlandschip wrote:
Valeo Galaem wrote:
Make sure that your animation is keying on all XYZ channels.


I believe I am keying an all frames, but I get the same error. What I meant to say earlier is that the provided example file converts without errors, so the fault is with what I'm doing in Blender. From a fresh installation, are there any special steps I need to take?

/totalpleb


Can you share your .blend file?

http://www.pasteall.org/blend/

Standalone Windows build of ccpgames/dae-to-red

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

Ragnar Sorlandschip
The Scope
Gallente Federation
#158 - 2015-02-27 12:59:50 UTC
roigon
TURN LEFT
HYDRA RELOADED
#159 - 2015-03-01 14:39:31 UTC
Just started playing with this, great stuff CCP. Really happy to be able to play with stuff like this.
And many thanks to Valeo Galaem for making the DEA to RED process super easy.

One thing I'd really want to be able to do is export camera animation paths from blender. Above it was mentioned this can currently be done with gr2 files? Anyone willing to give me a short run-down on how that's done, and integrated in the scene file?
Ragnar Sorlandschip
The Scope
Gallente Federation
#160 - 2015-03-01 17:34:18 UTC  |  Edited by: Ragnar Sorlandschip
roigon wrote:
Just started playing with this, great stuff CCP. Really happy to be able to play with stuff like this.
And many thanks to Valeo Galaem for making the DEA to RED process super easy.

One thing I'd really want to be able to do is export camera animation paths from blender. Above it was mentioned this can currently be done with gr2 files? Anyone willing to give me a short run-down on how that's done, and integrated in the scene file?


Seems you need the licensed program Granny 3D to make those gr2 files. Earlier in the thread they said Blender support for camera animation is on the to-do list, so it'll come by some day. If the internet is to be believed on how much G3D costs, forget about it.

EDIT: Well, apparently I'm wrong in how I make my keyframes: http://i.imgur.com/HYwvkHj.png
I select the object, press "i" and click "LocRot", but what is the proper action?