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Animation Pipeline


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#101 Wijitmaker

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Posted 02 February 2012 - 03:58 PM

What does it say in your log files at %appdata%\0ad\logs

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 Gen.Kenobi

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Posted 02 February 2012 - 04:21 PM

It's in the root.
Already posted the error, but if you want the whole crash log, here you go:

Spoiler

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#103 Ykkrosh

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Posted 02 February 2012 - 04:28 PM

View PostGen.Kenobi, on 02 February 2012 - 03:19 PM, said:

Assertion failed: "variant.GetNodeName() == el_variant"
That means it expected a <variant> in the XML file at a certain point, and found something else instead. In this case the problem is you've put a <group> inside another <group>. You shouldn't need an extra group or variant at all - just put the <texture> line right after the <mesh> line, inside the first group/variant.
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#104 Gen.Kenobi

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Posted 02 February 2012 - 06:05 PM

Indeed. Minor XML codding mistake by me :P

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 Wijitmaker

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Posted 02 February 2012 - 06:28 PM

Hmmm... I'll probably have to check this out when I get off work.

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 Gen.Kenobi

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Posted 02 February 2012 - 09:05 PM

I guess it wouldn't mind if just the actor or the fishing boat+ the actor, because the model - fisherman_paddling.dae- fails to load first because of the skeleton structure...
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#107 historic_bruno

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Posted 02 February 2012 - 10:20 PM

View PostWijitmaker, on 02 February 2012 - 06:28 PM, said:

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.
If you didn't wipe the cache every time you changed skeletons.xml, then that's a possibility. I was doing that some times I tested, but not always (it's easy to forget).
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#108 Gen.Kenobi

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Posted 03 February 2012 - 12:17 AM

Do I have to clear that cache thing?
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#109 Wijitmaker

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Posted 03 February 2012 - 12:30 AM

I cleared the cache and I get this in the main log:

<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

  • Attached File  art.zip   70.68K   7 downloads

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#110 historic_bruno

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Posted 03 February 2012 - 12:47 AM

View PostGen.Kenobi, on 03 February 2012 - 12:17 AM, said:

Do I have to clear that cache thing?
You could, or you could trivially modify the DAE, maybe the file's timestamp is all that has to be changed? What's happening is the game is only looking at skeletons.xml when the model is converted from DAE, then it becomes a PMD (our internal format of the data), and skeletons.xml is not used again, unless the DAE changes or the cache is invalidated. Clearing the cache is done by deleting the contents of %appdata%\0ad\cache, which is harmless because it all gets rebuilt.

View PostWijitmaker, on 03 February 2012 - 12:30 AM, said:

Then I get this crash from the program error. I'm going to Atlas, switching to actor viewer, and selecting this test actor.
I was getting a crash last night, it was a divide by zero error, apparently because there were zero frames in the animation. That was before I cleared my cache, and I couldn't reproduce it afterwards. But looking at <library_animations> in fisherman.dae, I don't see any of the DEF- bones being targeted, so I think there really is no animation we can use. I'm about to make a bug report about the crash though, just need a minimal test case. I don't know if your crash has the same cause.
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#111 historic_bruno

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Posted 03 February 2012 - 01:51 AM

View Posthistoric_bruno, on 03 February 2012 - 12:47 AM, said:

I was getting a crash last night, it was a divide by zero error, apparently because there were zero frames in the animation
Next autobuild will have a fix for this crash (y)
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#112 Pureon

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Posted 03 February 2012 - 09:09 AM

View Posthistoric_bruno, on 03 February 2012 - 01:51 AM, said:

Next autobuild will have a fix for this crash (y)
Nice! :)
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#113 Gen.Kenobi

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Posted 03 February 2012 - 03:47 PM

Awesome Ben! :D

So...where did we stop? :P
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#114 historic_bruno

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Posted 04 February 2012 - 12:19 AM

View PostGen.Kenobi, on 03 February 2012 - 03:47 PM, said:

Awesome Ben! :D

So...where did we stop? :P
Unfortunately the engine can't load your animations. However, using Pureon's test files, I was able to see your model in its bind pose so that's better than nothing :) What process did you use for the animation?
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#115 Gen.Kenobi

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Posted 04 February 2012 - 01:28 AM

I used the Blender's pose editor to pose the model throught the frames inside an action (It's a blender thing that allows you to make multiple different animations with the same model and allows them to be repeated in a time, if you're actually working in an animation movie. I made use of IK and FK solvers in the rig - within the Rigfy modifier.... Painted a few vertexes for the bone's weight...Don't remember anything else.

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.] :P )
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#116 Gen.Kenobi

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Posted 06 February 2012 - 08:24 PM

Bumping. Any news? :(
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#117 Wijitmaker

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Posted 07 February 2012 - 05:12 AM

Well, I updated and got the latest .exe after Ben fixed the divide by zero error. This is what you see now:

<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 historic_bruno

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Posted 07 February 2012 - 11:24 PM

The animation needs to be "baked", or converted from the representation in Blender to transformations of the bind pose bones. It's simply not a usable animation the way the COLLADA has been exported right now. If there are no animations directly affecting the bind pose bones, then by definition there are no animations we can use, hence the error message :) There are some instructions here in the Animation section about baking rigified animations for COLLADA export, but I don't know if this feature exists or is simply planned. Couldn't hurt to try it.
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#119 Wijitmaker

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Posted 10 February 2012 - 02:22 AM

Daniel, while you see if you can make any headway with Ben's suggestion...

Quote

Fully rigified Armature animations. For export of rigified Armature animations
  • 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
I'll see if I can get a custom rig set up in blender by exporting through motion builder. It may be a long shot, but worth a try. Otherwise, I'd recommend creating a custom rig in Blender and not using rigify preset tools.
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#120 Gen.Kenobi

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Posted 11 February 2012 - 12:35 PM

I'll see... I'm just very very busy with real life, so, not really much time to try to figure these things out.
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. :)

Attached File  fisherman-anim-baked.zip   139.02K   8 downloads
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