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Animation Pipeline


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#61 Wijitmaker

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Posted 25 January 2012 - 11:21 PM

Ok, I parsed it and took out all the crap. I think it should look something like this. Now it just needs to be tagged and attributed correctly in the skeleton.xml file... then tested.

Daniel, can you try that?

 <node name="root">          
          <node org="hips">            
            <node org="spine">              
              <node org="ribs">                
                <node org="neck">                  
                  <node org="head">                    
                  </node>                  
                </node>
                <node org="shoulder.L">                  
                  <node org="upper_arm.L">                    
                    <node org="forearm.L">                      
                      <node org="hand.L">
                      </node>
                    </node>
                  </node>
                </node>
                <node org="shoulder.R">
                  <node org="upper_arm.R">
                    <node org="forearm.R">
                      <node org="hand.R">
                      </node>
                    </node>
                  </node>
                </node>
              </node>
            </node>
            <node org="thigh.L">              
              <node org="shin.L">                
                <node org="foot.L">                  
                  <node org="toe.L"> 
                  </node>    
                </node> 
              </node>  
            </node>
            <node org="thigh.R">              
              <node org="shin.R">                
                <node org="foot.R">                  
                  <node org="toe.R"> 
                  </node>  
                </node>
              </node>
            </node>
          </node>
        </node>

A simple text editor with a find/replace tool does wonders.
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#62 Gen.Kenobi

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Posted 28 January 2012 - 02:36 AM

Hey sorry, for taking too long to reply.

I just arrived home yesterday and I was quite tired. Today I had to go see an eye doctor (just checkup) and I got home really late.

I'll try to take a look and code it inside the skeletons.xml. Bear with me Jason, as I might screw some thigns up. :P

BTW, I just received my animation classes (download link) via email, so 'ill be studying animation in the next cople of days (and trying to get them ingame :))
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#63 Gen.Kenobi

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Posted 28 January 2012 - 08:53 PM

Alright. I guess this is it:

	<skeleton title="Blender Biped" target="biped">
		<identifier>
			<root>root</root>
		</identifier>
		
		<bone name="root">
			<target>root</target>
			
			<bone name="hips">
				<target>pelvis</target>
				
				<bone name="spine">
					<target>spine</target>
					
					<bone name="ribs">
						<target>spine1</target>
					</bone>
				</bone>
			</bone>
			<bone name="shoulder.L">
				<target>l_clavicle</target>
			</bone>
			<bone name="upper_arm.L">
				<target>l_upperarm</target>
				
				<bone name="forearm.L">
					<target>l_forearm</target>
				</bone>
			</bone>
			<bone name="shoulder.R">
				<target>r_clavicle</target>
			</bone>
			<bone name="upper_arm.R">
				<target>r_upperarm</target>
				
				<bone name="forearm.R">
					<target>r_forearm</target>
				</bone>
			</bone>
			<bone name="neck">
				<target>neck</target>
				
				<bone name="head">
					<target>head</target>
				</bone>
			</bone>
			<bone name="thingh.L">
				<target>l_thigh</target>
				
				<bone name="shin.L">
					<target>l_calf</target>
				</bone>
			</bone>
			<bone name="thingh.R">
				<target>r_thigh</target>
				
				<bone name="shin.R">
					<target>r_calf</target>
				</bone>
			</bone>
			<bone name="hand.L">
				<target>l_hand</target>
				<bone name="Biped_Lfingers"/>
			</bone>
			<bone name="foot.L">
				<target>l_foot</target>
				<bone name="toe.L"/>
			</bone>
			<bone name="hand.R">
				<target>r_hand</target>
				<bone name="Biped_Rfingers"/>
			</bone>
			<bone name="foot.R">
				<target>r_foot</target>
				<bone name="toe.R"/>
			</bone>
		</bone>
	</skeleton>

Just the fingers I didn't add, because our rig doesn't have fingers... Maybe we should add them?

EDIT: Did a quick test... Looks like that the skeleton wasn't reconized.

ERROR: art/animation/fisherman_paddling.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure"
ERROR: Could not load mesh 'art/animation/fisherman_paddling.dae'

:(

BTW, it isn't a diretory probleman, I'm using RoTE Mod to try. The usual would be art/meshes/skeletal/ ;)
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#64 Wijitmaker

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Posted 29 January 2012 - 12:30 AM

Try this adding this to the skeleton.xml file and running it:

<skeleton title="Blender biped" target="biped">
	<identifier>
		<root>root</root>
	</identifier>
	<bone name="root"><target>root</target>   
          <bone name="hips"><target>pelvis</target>            
            <bone name="spine"><target>spine</target>              
              <bone name="ribs"><target>spine1</target>                
                <bone name="neck"><target>neck</target>             
                  <bone name="head"><target>head</target>                    
                  </bone>                  
                </bone>
                <bone name="shoulder.L"><target>l_clavicle</target>                  
                  <bone name="upper_arm.L"><target>l_upperarm</target>                    
                    <bone name="forearm.L"><target>l_forearm</target>                      
                      <bone name="hand.L"><target>l_hand</target>
                      </bone>
                    </bone>
                  </bone>
                </bone>
                <bone name="shoulder.R"><target>r_clavicle</target>
                  <bone name="upper_arm.R"><target>r_upperarm</target>
                    <bone name="forearm.R"><target>r_forearm</target>
                      <bone name="hand.R"><target>r_hand</target>
                      </bone>
                    </bone>
                  </bone>
                </bone>
              </bone>
            </bone>
            <bone name="thigh.L"><target>l_thigh</target>             
              <bone name="shin.L"><target>l_calf</target>            
                <bone name="foot.L"><target>l_foot</target>                  
                  <bone name="toe.L"> 
                  </bone>    
                </bone> 
              </bone>  
            </bone>
            <bone name="thigh.R"><target>r_thigh</target>            
              <bone name="shin.R"><target>r_calf</target>                
                <bone name="foot.R"><target>r_foot</target>                  
                  <bone name="toe.R"> 
                  </bone>  
                </bone>
              </bone>
            </bone>
          </bone>
        </bone>
</skeleton>

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#65 Gen.Kenobi

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Posted 30 January 2012 - 01:42 AM

No luck. :( Same error. :(
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#66 historic_bruno

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Posted 30 January 2012 - 09:34 PM

Note:

View Posthistoric_bruno, on 25 January 2012 - 12:38 AM, said:

You need 29 bones (including root) to be compatible with existing bipeds.
i.e. if you have less than 29 targeted bones in your skeleton it will not work :)

Also those skeletons don't match the bone names from fisherman.dae, or am I looking at the wrong file?
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#67 Gen.Kenobi

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Posted 31 January 2012 - 03:02 AM

Hmm... I see... but is there any way to code this skeleton ingame so I can just take a look at my animation and see how it plays?

Them I could re-rig the guy properly with 29 bones... :)
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#68 historic_bruno

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Posted 31 January 2012 - 04:01 AM

Oh, yeah, you can do that if you make a new <standard_skeleton> and a matching <skeleton> for however many bones your current rig has. Are the bones still all named like "DEF-", "ORG-", etc? That's what I meant when I said the skeleton bone names have to match what's in the DAE.
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#69 Mythos_Ruler

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Posted 31 January 2012 - 04:28 AM

Any objections to moving this to the public dev forum?
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#70 Gen.Kenobi

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Posted 31 January 2012 - 02:19 PM

I don't know what Jason did, Ben... So I really don't know if the sames are the same. My guess is that the code is still with those DEf and ORG bones... For the IK/FK solvers... Do we would need to code them out? I'm really confused :P

@Michael: Just wait a bit, untill this problemans are solved :P
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#71 Wijitmaker

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Posted 31 January 2012 - 08:00 PM

Daniel, try Ben's suggestion. Example:

<bone name="shoulder.L"><target>l_clavicle</target>

Add "DEF-" like this:

<bone name="DEF-shoulder.L"><target>l_clavicle</target>

Or try "ORG-" or "MCH-"

It is odd, because the other skeleton rigs from blender (BlenderChicken as an example) in the skeleton.xml file don't call these out.

This last weekend I tried getting a .bvh out of Max and into Blender - no luck. I was trying to export a .fbx from Max into Motion builder - then exporting a .bvh from MB to Blender. Something isn't working right. I'll give it a shot next weekend again.

Also, it would be helpful to describe any errors the engine throws out at you. Hopefully the engine error would be descriptive enough to tell us what is breaking.

Michael - I would have no objections.
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#72 historic_bruno

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Posted 01 February 2012 - 12:08 AM

View PostWijitmaker, on 31 January 2012 - 08:00 PM, said:

It is odd, because the other skeleton rigs from blender (BlenderChicken as an example) in the skeleton.xml file don't call these out.
How do you mean? If you look at chicken.dae, you'll see the node names exactly match the bone names in BlenderChicken (they match the hierarchy as well, but skeletons.xml indicates the order of the bones isn't important, only the names). They aren't prefixed with DEF, ORG, MCH, etc., because (presumably) a different process was used to create that rig. You can't just make up names, the game isn't smart enough to know which bone belongs where :) "rig_Mesh-skin-joints-array" in Daniel's fisherman.dae lists the only bones we can animate in the game (only those with bind pose transforms), and they all start with DEF-, which is why I suggest those in particular.
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#73 Gen.Kenobi

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Posted 01 February 2012 - 02:57 AM

That's really weird, because i tried them all, without luck...

I'm really about to give up... :(

I even tried to created a new biped, just for the sake of testing...

No luck... Starting to get desesperate :P hehehee I'm a modeler not a coder! :P hehehhehehe

		<standard_skeleton title="blend-biped" id="blend-biped">
		<bone name="root">
			<bone name="hips">
				<bone name="spine">
					<bone name="ribs">
						<bone name="neck">
							<bone name="head">
								<bone name="DUMMY_headnub"/> <!-- kept for binary compatibility with PSA files -->
								<bone name="shoulder.L">
									<bone name="upper_arm.L">
										<bone name="forearm.L">
											<bone name="hand.L">
												</bone>
											</bone>
										</bone>
									</bone>
								</bone>
								<bone name="shoulder.R">
									<bone name="upper_arm.R">
										<bone name="forearm.R">
											<bone name="hand.R">
												</bone>
											</bone>
										</bone>
									</bone>
								</bone>
							</bone>
						</bone>
					</bone>
					<bone name="thigh.L">
						<bone name="shin.L">
							<bone name="foot.L">
								<bone name="toe.L">
								</bone>
							</bone>
						</bone>
					</bone>
					<bone name="thigh.R">
						<bone name="shin.R">
							<bone name="foot.R">
								<bone name="toe.R">
								</bone>
							</bone>
						</bone>
					</bone>
				</bone>
			</bone>
		</bone>
	</standard_skeleton>
	
<skeleton title="Blender biped" target="blend-biped">
        <identifier>
                <root>root</root>
        </identifier>
        <bone name="DEF-root"><target>root</target>   
          <bone name="DEF-hips"><target>hips</target>            
            <bone name="DEF-spine"><target>spine</target>              
              <bone name="DEF-ribs"><target>ribs</target>                
                <bone name="DEF-neck"><target>neck</target>             
                  <bone name="DEF-head"><target>head</target>                    
                  </bone>                  
                </bone>
                <bone name="DEF-shoulder.L"><target>shoulder.L</target>                  
                  <bone name="DEF-upper_arm.L"><target>upper_arm.L</target>                    
                    <bone name="DEF-forearm.L"><target>forearm.L</target>                      
                      <bone name="DEF-hand.L"><target>hand.L</target>
                      </bone>
                    </bone>
                  </bone>
                </bone>
                <bone name="DEF-shoulder.R"><target>shoulder.R</target>
                  <bone name="DEF-upper_arm.R"><target>upper_arm.R</target>
                    <bone name="DEF-forearm.R"><target>forearm.R</target>
                      <bone name="DEF-hand.R"><target>hand.R</target>
                      </bone>
                    </bone>
                  </bone>
                </bone>
              </bone>
            </bone>
            <bone name="DEF-thigh.L"><target>thigh.L</target>             
              <bone name="DEF-shin.L"><target>shin.L</target>            
                <bone name="DEF-foot.L"><target>foot.L</target>                  
                  <bone name="DEF-toe.L"><target>toe.L</target> 
                  </bone>    
                </bone> 
              </bone>  
            </bone>
            <bone name="DEF-thigh.R"><target>thigh.R</target>            
              <bone name="DEF-shin.R"><target>shin.R</target>                
                <bone name="DEF-foot.R"><target>foot.R</target>                  
                  <bone name="DEF-toe.R"> <target>toe.L</target> 
                  </bone>  
                </bone>
              </bone>
            </bone>
          </bone>
        </bone>
</skeleton>

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#74 historic_bruno

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Posted 01 February 2012 - 06:14 AM

Oh I don't think it should be required to do this just to get a model in the game, by any means. That's just the way it is until we change it :(

View PostGen.Kenobi, on 01 February 2012 - 02:57 AM, said:

No luck... Starting to get desesperate :P hehehee I'm a modeler not a coder! :P hehehhehehe

		<standard_skeleton title="blend-biped" id="blend-biped">
		<bone name="root">
			<bone name="hips">
				<bone name="spine">
					<bone name="ribs">
						<bone name="neck">
							<bone name="head">
								<bone name="DUMMY_headnub"/> <!-- kept for binary compatibility with PSA files -->
								<bone name="shoulder.L">
									<bone name="upper_arm.L">
										<bone name="forearm.L">
											<bone name="hand.L">
												</bone>
											</bone>
										</bone>
									</bone>
								</bone>
								<bone name="shoulder.R">
									<bone name="upper_arm.R">
										<bone name="forearm.R">
											<bone name="hand.R">
												</bone>
											</bone>
										</bone>
									</bone>
								</bone>
							</bone>
						</bone>
					</bone>
					<bone name="thigh.L">
						<bone name="shin.L">
							<bone name="foot.L">
								<bone name="toe.L">
								</bone>
							</bone>
						</bone>
					</bone>
					<bone name="thigh.R">
						<bone name="shin.R">
							<bone name="foot.R">
								<bone name="toe.R">
								</bone>
							</bone>
						</bone>
					</bone>
				</bone>
			</bone>
		</bone>
	</standard_skeleton>
	
<skeleton title="Blender biped" target="blend-biped">
        <identifier>
                <root>root</root>
        </identifier>
        <bone name="DEF-root"><target>root</target>   
          <bone name="DEF-hips"><target>hips</target>            
            <bone name="DEF-spine"><target>spine</target>              
              <bone name="DEF-ribs"><target>ribs</target>                
                <bone name="DEF-neck"><target>neck</target>             
                  <bone name="DEF-head"><target>head</target>                    
                  </bone>                  
                </bone>
                <bone name="DEF-shoulder.L"><target>shoulder.L</target>                  
                  <bone name="DEF-upper_arm.L"><target>upper_arm.L</target>                    
                    <bone name="DEF-forearm.L"><target>forearm.L</target>                      
                      <bone name="DEF-hand.L"><target>hand.L</target>
                      </bone>
                    </bone>
                  </bone>
                </bone>
                <bone name="DEF-shoulder.R"><target>shoulder.R</target>
                  <bone name="DEF-upper_arm.R"><target>upper_arm.R</target>
                    <bone name="DEF-forearm.R"><target>forearm.R</target>
                      <bone name="DEF-hand.R"><target>hand.R</target>
                      </bone>
                    </bone>
                  </bone>
                </bone>
              </bone>
            </bone>
            <bone name="DEF-thigh.L"><target>thigh.L</target>             
              <bone name="DEF-shin.L"><target>shin.L</target>            
                <bone name="DEF-foot.L"><target>foot.L</target>                  
                  <bone name="DEF-toe.L"><target>toe.L</target> 
                  </bone>    
                </bone> 
              </bone>  
            </bone>
            <bone name="DEF-thigh.R"><target>thigh.R</target>            
              <bone name="DEF-shin.R"><target>shin.R</target>                
                <bone name="DEF-foot.R"><target>foot.R</target>                  
                  <bone name="DEF-toe.R"> <target>toe.L</target> 
                  </bone>  
                </bone>
              </bone>
            </bone>
          </bone>
        </bone>
</skeleton>

That actually looks quite close, but the tags don't all match up, and also "DUMMY_headnub" isn't needed and will likely cause problems.

I don't have your current model to test, but here's what I came up with (formatted nicely and slightly corrected):

  <standard_skeleton title="blend-biped" id="blend-biped">
    <bone name="root">
      <bone name="hips">
        <bone name="spine">
          <bone name="ribs">
            <bone name="neck">
              <bone name="head"></bone>
            </bone>
          </bone>
          <bone name="shoulder.L">
            <bone name="upper_arm.L">
              <bone name="forearm.L">
                <bone name="hand.L"></bone>
              </bone>
            </bone>
          </bone>
          <bone name="shoulder.R">
            <bone name="upper_arm.R">
              <bone name="forearm.R">
                <bone name="hand.R"></bone>
              </bone>
            </bone>
          </bone>
        </bone>
        <bone name="thigh.L">
          <bone name="shin.L">
            <bone name="foot.L">
              <bone name="toe.L"></bone>
            </bone>
          </bone>
        </bone>
        <bone name="thigh.R">
          <bone name="shin.R">
            <bone name="foot.R">
              <bone name="toe.R"></bone>
            </bone>
          </bone>
        </bone>
      </bone>
    </bone>
  </standard_skeleton>
          
  <skeleton title="Blender biped" target="blend-biped">
    <identifier>
      <root>root</root>
    </identifier>
    <bone name="DEF-root"><target>root</target>
      <bone name="DEF-hips"><target>hips</target>
        <bone name="DEF-spine"><target>spine</target>  
          <bone name="DEF-ribs"><target>ribs</target>    
            <bone name="DEF-neck"><target>neck</target> 
              <bone name="DEF-head"><target>head</target></bone>      
            </bone>
            <bone name="DEF-shoulder.L"><target>shoulder.L</target>      
              <bone name="DEF-upper_arm.L"><target>upper_arm.L</target>        
                <bone name="DEF-forearm.L"><target>forearm.L</target>          
                  <bone name="DEF-hand.L"><target>hand.L</target></bone>
                </bone>
              </bone>
            </bone>
            <bone name="DEF-shoulder.R"><target>shoulder.R</target>
              <bone name="DEF-upper_arm.R"><target>upper_arm.R</target>
                <bone name="DEF-forearm.R"><target>forearm.R</target>
                  <bone name="DEF-hand.R"><target>hand.R</target></bone>
                </bone>
              </bone>
            </bone>
          </bone>
        </bone>
        <bone name="DEF-thigh.L"><target>thigh.L</target>
          <bone name="DEF-shin.L"><target>shin.L</target>
            <bone name="DEF-foot.L"><target>foot.L</target>
              <bone name="DEF-toe.L"><target>toe.L</target></bone>
            </bone>
          </bone>
        </bone>
        <bone name="DEF-thigh.R"><target>thigh.R</target>
          <bone name="DEF-shin.R"><target>shin.R</target>
            <bone name="DEF-foot.R"><target>foot.R</target>
              <bone name="DEF-toe.R"> <target>toe.R</target></bone>
            </bone>
          </bone>
        </bone>
      </bone>
    </bone>
  </skeleton>

Also, if you try this and it doesn't work, please paste the errors you get from interestinglog.html, it will help point us in the right direction.
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Contact me: ben@wildfiregames.com

#75 Wijitmaker

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Posted 01 February 2012 - 06:18 AM

Soo... the engine log doesn't give you any errors?

Looking at this code again: http://www.wildfireg...ndpost&p=233174

DEF- doesn't seem to apply to root. Try taking it off root.

Also note that the structure I have above was based on the ORG- heirarchy. I'm not certain that the DEF- is the same (should be). You also shouldn't have to create your own seperate standard biped - but I suppose it was worth a shot ;)
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#76 Gen.Kenobi

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Posted 01 February 2012 - 01:25 PM

ERROR: art/animation/fisherman_paddling.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure"

ERROR: CSkeletonAnimManager::GetAnimation(art/animation/fisherman_paddling.dae): Failed loading, marked file as bad

Just the errors the engine gives me. (Tried again with both DEF and no DEF at the root, no luck)
:(

EDIT: Ben: the file is here> http://www.wildfireg...ndpost&p=233148
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#77 Wijitmaker

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Posted 01 February 2012 - 01:42 PM

This helps. Could you post the fisherman.dae file? Lets look at line 393. Also please share your current skeleton file your using.
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#78 Gen.Kenobi

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Posted 01 February 2012 - 02:59 PM

It's here: http://www.wildfireg...ndpost&p=233148 ;)
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#79 Wijitmaker

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Posted 01 February 2012 - 04:52 PM

I wondered, so fisherman_paddling.dae is the same as fisherman.dae?
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#80 Gen.Kenobi

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Posted 01 February 2012 - 05:09 PM

Yep. I just renamed it.
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