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Archangel35757

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Everything posted by Archangel35757

  1. But ModView shows the root animation as two frames... @@minilogoguy18 uses two frames... I'll experiment after work today. @@DT85 -- delete the position constraint and try using a link constraint on your rhang_tag_bone to your rhand bone... this should eliminate its jiggering.
  2. Well, that's good to hear. A few more questions to @@DT85 and @@minilogoguy18 regarding basepose in animations... Correct me where I go wrong, but... I thought the Basepose is two keyed frames in the root pose; and that Frame 0 and Frame 1 were suppose to be the keyed root pose... so then your animation would actually start on Frame 2, no? @@minilogoguy18 -- I get what you're saying about you having these two frames on -2 and -1, my exporter expects the root pose to be on Frame 0 (I may look into eliminating this requirement)... and when you export to dotXSI, you should export from Frame 1 to End, yeah? So for the two cases ( [1] compile new skeleton with Carcass, [2] merging a single anim with GLAmerge ) should the root pose be retained in the first frame of the dotXSI? Or is the workflow different for these two cases? Please elaborate in your responses. Thanks!
  3. @@DT85 -- In your 3ds Max scene file, when I link a free Camera to your rhand bone and hide your jittery JO nulls, etc., leaving only the Game Nulls... and play the animation so I can see the motion of the hand/finger bones in a relative frame of reference-- the only jitter I see is your rhang_tag_bone (because you have it position constrained to the jittery, imported JO null). Around frames 30 to 45 there is some un-natural motion in your finger and thumb bones... (but this is in your original scene) as shown in this preview (recorded at 10 FPS to make it easier to compare): http://youtu.be/Qj3oFcgimeY Now, when I export your Nulls using my dotXSI exporter, and re-import it back into 3ds Max 8 using the Softimage Max6 dotXSI Importer... one of the issues here, is that the Softimage Importer fails to do a proper coordinate transformation back to the 3ds Max coordinate system-- even though the nulls appear to be in the proper 3D space and animate correctly... the nulls retain their XSI coordinate frame of reference (incorrectly oriented by a 90 deg rotation in the X-axis). But likewise linking a Camera to the rhand bone and playing this file in 3ds Max still appears to match your original scene... as shown in this preview (recorded at 10 FPS to make it easier to compare): http://youtu.be/JR18g3NufDI So if you agree with this comparison, I don't think the new dotXSI Exporter is adding jitter to animations. However, I did discover two anomalies, while attempting to do an "Export Selected" with your scene. I had only the Game Nulls selected, but it exported out the JO Nulls as well. Thinking this might be related to the checkbox for "Export unsupported objects to Nulls", when I unchecked this box and tried to export out your game nulls, it only exported out the skeleton_root and model_root. So I need to investigate these two issues. Another thing I found is that when I try to merge the exported dotXSI file back into your original scene the entire Null skeleton had a slight bias offset in position-- I'm thinking this is likely related to re-importing the file using the borked dotXSI importer.
  4. @@DT85 -- I'm studying your scene... would be nice if we could chat on MSN
  5. But in the animation you sent me... you don't have the root pose on frame zero-- unless I'm zoning out?
  6. @@DT85 -- I wonder if this has anything to do with the Frame 0 not being the root pose-- like the exporter is expecting. I thought the first two frames of every animation were suppose to be the root pose, no? Now that I'm more comfortable with the source code and SDK's... I can change this "Frame 0" expectation and just get the SkinPose TM... if necessary. EDIT: However, I read this in the Dragon User Guide, which seems to support my earlier statement: This evening I'll insert the root pose on frame 0/1 and re-export to see what happens.
  7. So this is just a quick look... I hid everything but the character's right hand that is slamming the lightsaber down on the table. I then aligned a camera to the right hand bone and moved it away on its local axis so as to see the hand nulls. The camera is linked with the right hand and so the animation plays in a "fixed" frame of reference. http://youtu.be/ICdxGwRUuFM I take it these jittery white nulls are the ones imported from JO GLA -> Noesis -> FBX -> 3ds Max, is that correct? I'll have to study this more tomorrow.
  8. @@DT85-- is your filename the exact same name of the animation in the animation.cfg sequences?
  9. @@DT85 -- Thanks! File downloaded. I'll take a look at it tomorrow...
  10. Perhaps this is a little better for you Comic Sans haters I didn't crop it out evenly... but you get the picture.
  11. Save out one the of the animations from your imported FBX file, where you find the jitter most noticeable when you convert it back to GLA. You can save it out as a .XAF and select the pertinent frames... and send it to me please. Converting to GLA will always result in a loss of accuracy.
  12. Yes... on the words: "Exporter for" It's the Photoshop font that best matches the Softimage|XSI font. Is there a problem?
  13. Well, the fewer the conversions the better... but the main issue is starting with a half-precision format (GLA) already having compression artifacts, and converting it back to a single-precision format (FBX). I'm not quite sure what @@DT85 is trying to do... seems like he's wanting to recover all of the JO animations??? Maybe @@eezstreet or someone close to Raven guys could get them to release the dotXSI animations for JO (there's dozens of JO specific anims that were not released) and also the SOF2 anims??? I wonder... since Motionbuilder has tools for cleaning up MoCap data, if you could use it to first clean up/smooth the Noesis FBX data FCurves???
  14. So this is the design I made, using the respective logos, that will go into the new "About" dialog: Any comments or suggestions?
  15. So you're not working with a single FBX animation but the entire GLA converted to FBX? I thought you extracted out a single animation as FBX. So to be clear-- your jitter issues are only when working with this: GLA >> Noesis >> FBX file? ...which was then imported into 3dsMax, is this right?
  16. @@DT85 -- Would you please send me your FBX aninatuon you extracted from the JO GLA using Neosis? Thanks... I want to use the same file where you experience the jitter.
  17. Do the texture UV coordinates need to undergo a coordinate transformation?
  18. He can try to do retargeted animation which allows him to input offsets IIRC.
  19. Then please send me your extracted FBX file that has the specific animation you pulled out of the GLA file.
  20. Can't you just add the logic code for what you are shooting & hitting and based on that tell it what kind of damage to do?
  21. You have to mirror the bones like psyk0 said... but you could first try to save out your animations as XAF files and reapply them after you have fixed the skeleton.
  22. @@DT85 -- would you save your 3dsMax animation (that exports as jittery) as .XAF format (CS Biped & all Nulls) and send it to me please? Thanks!
  23. You're mistaken. Rotations are stored in the dotXSI format using Euler angles. If you open one up in a text editor you'll see the SI_Transform template showing: Scale-X Scale-Y Scale-Z Rotation-X Rotation-Y Rotation-Z Translation-X Translation-Y Translation-Z The rotation values are Euler angles in degrees.
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