Animation Pipeline
#101
Posted 02 February 2012 - 03:58 PM
Also you have:
<animation file="fisherman_paddling.dae" name="idle" speed="10"/>
Is the animation file really at the root of your animation folder, or is it in a subfolder like infantry or support or test?
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#102
Posted 02 February 2012 - 04:21 PM
Already posted the error, but if you want the whole crash log, here you go:
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#103
Posted 02 February 2012 - 04:28 PM
Gen.Kenobi, on 02 February 2012 - 03:19 PM, said:
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#104
Posted 02 February 2012 - 06:05 PM
This is what I got now:
ERROR: art/meshes/skeletal/fisherman_paddling.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: Could not load mesh 'art/meshes/skeletal/fisherman_paddling.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/fisherman_paddling.dae failed to load ERROR: Failed to build prop model "units/china/chin_fisherman.xml" on actor "fishing_ship"
Back where we started. :/
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#105
Posted 02 February 2012 - 06:28 PM
Your only placing the fisherman actor right? Not the fisherman on the boat?
If you removed the skeleton stuff you had in there yesterday and replaced it with my skeleton I posted last night... it should work because it worked for me. Unless I was getting some advantageous caching error.
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#106
Posted 02 February 2012 - 09:05 PM
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#107
Posted 02 February 2012 - 10:20 PM
Wijitmaker, on 02 February 2012 - 06:28 PM, said:
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#108
Posted 03 February 2012 - 12:17 AM
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#109
Posted 03 February 2012 - 12:30 AM
<p>art/meshes/test/fisherman_paddling.dae: Starting conversion</p> <p>art/meshes/test/fisherman_paddling.dae: Running FixBrokenXML</p> <p>art/meshes/test/fisherman_paddling.dae: Authoring tool: Blender 2.61.0 r42615</p> <p>art/meshes/test/fisherman_paddling.dae: FCollada 175: COLLADA document loaded successfully.</p> <p>art/meshes/test/fisherman_paddling.dae: Found convertible object 'Mesh'</p> <p>art/meshes/test/fisherman_paddling.dae: Converting 'rig'</p> <p>art/meshes/test/fisherman_paddling.dae: Found skinned geometry</p> <p>art/animation/test/fisherman_paddling.dae: Starting conversion</p> <p>art/animation/test/fisherman_paddling.dae: Running FixBrokenXML</p> <p>art/animation/test/fisherman_paddling.dae: Authoring tool: Blender 2.61.0 r42615</p> <p>art/animation/test/fisherman_paddling.dae: FCollada 175: COLLADA document loaded successfully.</p> <p>art/animation/test/fisherman_paddling.dae: Found convertible object 'Mesh'</p> <p>art/animation/test/fisherman_paddling.dae: Converting 'rig'</p> <p>CSkeletonAnimManager::GetAnimation(art/animation/test/fisherman_paddling.dae): Loaded successfully</p>
Then I get this crash from the program error. I'm going to Atlas, switching to actor viewer, and selecting this test actor.
Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Integer divide by zero) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 33 (?) OS error = 2 (The system cannot find the file specified.)
I guess I need a more descriptive error in order to proceed. I might try tinkering with a few things in the mean time.
Attached Files
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#110
Posted 03 February 2012 - 12:47 AM
Gen.Kenobi, on 03 February 2012 - 12:17 AM, said:
Wijitmaker, on 03 February 2012 - 12:30 AM, said:
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#111
Posted 03 February 2012 - 01:51 AM
historic_bruno, on 03 February 2012 - 12:47 AM, said:
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#113
Posted 03 February 2012 - 03:47 PM
So...where did we stop?
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#114
Posted 04 February 2012 - 12:19 AM
Gen.Kenobi, on 03 February 2012 - 03:47 PM, said:
So...where did we stop?
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#115
Posted 04 February 2012 - 01:28 AM
Not sure what I did wrong... (I did everything by the book - actually, by the training series, the guy animated a model and actually got into Unity with this system. [I didn't look at the unity export lesson, thought.]
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#116
Posted 06 February 2012 - 08:24 PM
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#117
Posted 07 February 2012 - 05:12 AM
<p class="error">ERROR: art/animation/test/fisherman_paddling.dae: Assertion not satisfied (line 87): failed requirement "animation must have frames"</p> <p class="error">ERROR: CSkeletonAnimManager::GetAnimation(art/animation/test/fisherman_paddling.dae): Failed loading, marked file as bad</p>
Sooo, your animation is missing frames. Not sure why because I can see them in your blender file. Perhaps it is how the .dae was exported? On a positive note - I do see the mesh in the game engine.
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#118
Posted 07 February 2012 - 11:24 PM
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#119
Posted 10 February 2012 - 02:22 AM
Quote
- Select Bake Action. ( press space in 3d view and Type Bake Action )
- If you have only the deform bones selected check "only selected". This will give smaller dae. Otherwise uncheck "Only Selected".
- Check "Clear Constraints".
- Bake Action.
- Select the mesh and the deform bones. Then export to COLLADA while checking only selected option. ( Selecting only the Mesh and bones is not strictly necessary. Selecting and export only selected will give smaller dae.)
- Demonstration
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#120
Posted 11 February 2012 - 12:35 PM
I just used Rigfy, because it worked like a charm and it was very easy to do. Creating good biped-rigs, usually takes lots of time, but doesn't means that can't be done.
I'll give it a try with the COLLADA baking thing.
That's it! I guess it'll now be working.
fisherman-anim-baked.zip 139.02K
8 downloads
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