Verts acting strange

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Verts acting strange // New Users

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Post by tamtam // Aug 17, 2008, 3:34pm

tamtam
Total Posts: 213
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Hi, I have here a finished stop-motion like animation I made in TS7.6. The scene was fine when I made it, but I reloaded the scene tonight, and the vertices on the characters were all mixed up as in the following image. The model seems to have become unattached to the skeleton, but the model still moves, just not the way I wanted it to move.




BTW, how do you render an animation on the workspace side, because I can't find a way to render .avi's or .wmv's on the workspace side, but only on the model side?


Thanks again.:)

Post by Heidi // Aug 17, 2008, 5:46pm

Heidi
Total Posts: 335
I don't have an answer for your figure's distortion. Maybe someone with more animation experience can answer it for you.


But you can find more information about rendering from the workspace in Tom's bite-sized tutorials thread:


http://forums1.caligari.com/truespace/showthread.php?t=6193

Post by Jack Edwards // Aug 17, 2008, 5:55pm

Jack Edwards
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Tamtam, was that model rigged in 7.51 or 7.6?

Post by tamtam // Aug 17, 2008, 6:48pm

tamtam
Total Posts: 213
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I don't know, I didn't make it. It was just in the characters library on the workspace side.:confused: I think it's called "Tank Girl".

Post by spacekdet // Aug 17, 2008, 6:49pm

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Total Posts: 1360
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What I know about animation would fit in a Dixie Cup, but is this a case of the dreaded
"I Saved The Scene With A Boned Object Selected Instead Of A Light Or Other Inanimate Object" Syndrome?

Post by TomG // Aug 18, 2008, 3:25am

TomG
Total Posts: 3397
You can render to animation on the workspace side - you render using the real-time renderer or with V-Ray if you have it, and render to a sequence of still images (suggested methodology anyway).


Without V-Ray, you can render on the Model side, and tell it to use animations from either the workspace side, or the Model side (there's a drop down list to tell it where to take animations from). You can't render from both :)


Did you try and modify this scene in any way on the Model side? That could destroy workspace side bones and cause mix up.


I'd start again nice and simple, load the rigged char, save the scene, reload, add animation, save the scene, reload, see if you can isolate where this problem occurs.


Saving the scene with the boned object selected is a bug on the old Model side with old Model side bones btw, but these are workspace bones so most likely this won't apply here - although the scene shouldn't be saved as an SCN of course but and RsScn (SCN doesn't store information for the new bones).


Also, what controls are you using to animate the character, the dynapose and IK handles, or some other controls?


HTH!

Tom

Post by tamtam // Aug 18, 2008, 3:22pm

tamtam
Total Posts: 213
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Well, I did actually save the scene on the model side after placing the workspace side characters into the workspace. It's just that I love the workspace for animation tools, but the mode side has most of the tools I like best, but also plugins. I'm so used to working on the model side and I have an easier time with it than the workspace side, especialy when texturing my models. I also saved it on the workspace side.


Would the first sentence in my first paragraph be the statement of my issue?


I'm using dynapose with the characters' IK handles that were provided.


Thanks!:)

Post by TomG // Aug 18, 2008, 4:11pm

TomG
Total Posts: 3397
If you reload what you saved on the Model side, the workspace bones would indeed be corrupted. It's not impossible that the act of saving could make things go strange too.


Anything that uses workspace bones needs to stay workspace side, as the Model side has no way to handle and process them. I'd suggest redoing the scene and not saving Model side, and avoiding working with the scene Model side with the animated character in it.


If you need to work on props or objects in the Model side, simply make a blank scene to work on them in, and just load them up as objects into your workspace scene, etc. So you wouldn't need to lose out on those tools.


HTH!

Tom

Post by tamtam // Aug 19, 2008, 12:37pm

tamtam
Total Posts: 213
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That sounds like a great idea! But what do I do when I need the props to interact or animate with the characters?




I've noticed that the workspace side's real-time renderer doesn't carry over the shaders I use on my models in Simboient on the model side, or any other shader plugin for TS. I think I will either place them in the shader library while on the model side, or I could make them into textures by doing the following steps:


1. Put the shader on a flat plain.

2. Zoom in on the plain, so there is no background showing, just the plain.

3. Render the scene to a file (.bmp is my preference)

4. Make the Image into a tileable texture in something like GIMP, or Paint Shop Pro 8.

5. Apply the tiled texture to any model on the workspace, and render the scene.


Thanks again everyone!

Post by TomG // Aug 19, 2008, 3:46pm

TomG
Total Posts: 3397
Simbiont shaders are designed for Lightworks, so will only show up properly under that render engine. Both real-time engines (Model and workspace side) and V-Ray and Virtualight won't render those as expected.


Note that color Simbiont shaders (and other such procedural shaders) do sometimes get baked by tS into an image and that is used for the real-time workspace. Reflectance shaders can't be baked in this way though.


Your technique of rendering the shader on a plane will work for capturing the color shaders, turning them into images - you may lose the seamless nature of them though without some rework in a 2D application, and again you won't be able to "bake" the reflectance settings in this way. But for color shaders (or even bump shaders) it should give you something workable!


HTH!

Tom
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