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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.03 16:48:08 -
[91] - Quote
Midori Tsu wrote:Is it possible to have the camera follow an animation path? (specifically when using _handle_bind_matching_dynamics) or does it need to follow a seperate file?
Also, how do i make sure the animation is scaled correctly?
Also, having a ship blow up, how is this hanndled? The camera should be able to follow an animation path. Create a named camera, select that camera and make sure one of the animations refers to that same name.
Something like:
- [camera, main_camera, 1.57, 3.0, 100000.0] - [select_camera, main_camera] - [bind_matching_dynamics, 'animations.red']
There is an explosion_for_actor command:
- [explosion_for_actor, explosion, 'res:/fisfx/deathexplosion/death_h_amarr.red', actor_name, 0.1]
CCP Snorlax - Software Architect - Team RnB
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Rollo Brinalle
Center for Advanced Studies Gallente Federation
28
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Posted - 2015.02.03 17:35:45 -
[92] - Quote
I'm having an issues with getting a vindicator to load. I'm using 'gb2_t1:gallentebase:serpentis' I have it narrowed down to something with serpentis that is causing the issue. Can someone confirm if I'm doing something wrong or there is a different code for this ship. |
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 18:29:03 -
[93] - Quote
Rollo Brinalle wrote:I'm having an issues with getting a vindicator to load. I'm using 'gb2_t1:gallentebase:serpentis' I have it narrowed down to something with serpentis that is causing the issue. Can someone confirm if I'm doing something wrong or there is a different code for this ship.
Yes, the problem is that the third part of the ship DNA only controls the booster color, and there is no valid "serpentis" choice. Based on visual inspection, I think the correct ship DNA is:
gb2_t1:serpentis:gallente
Note that "serpentis" is not a full-blown race, it's considered a Gallente faction.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.03 18:44:46 -
[94] - Quote
Ragnar Sorlandschip wrote:Traceback (most recent call last): File "setup.py", line 9, in < module > reqs = [str(ir.req) for ir in install_reqs] AttributeError: 'str' object has no attribute 'req' This is what I get when trying to install dae-to-red. Any ideas?
I don't know. Which versions of Python and PIP are you using ? I'm using Python 2.7.9 and PIP version 1.5.6 and it just works. As far as I know parse_reqirements should always return a list. |
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Rollo Brinalle
Center for Advanced Studies Gallente Federation
28
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Posted - 2015.02.03 21:15:14 -
[95] - Quote
CCP Darwin wrote:Rollo Brinalle wrote:I'm having an issues with getting a vindicator to load. I'm using 'gb2_t1:gallentebase:serpentis' I have it narrowed down to something with serpentis that is causing the issue. Can someone confirm if I'm doing something wrong or there is a different code for this ship. Yes, the problem is that the third part of the ship DNA only controls the booster color, and there is no valid "serpentis" choice. Based on visual inspection, I think the correct ship DNA is: gb2_t1:serpentis:gallente Note that "serpentis" is not a full-blown race, it's considered a Gallente faction.
Awesome! That's it. |
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.03 21:32:14 -
[96] - Quote
CCP Rave wrote:I don't know. Which versions of Python and PIP are you using ? I'm using Python 2.7.9 and PIP version 1.5.6 and it just works. As far as I know parse_reqirements should always return a list.
Python is 2.7.9 and PIP should be what came with it. Trying to re-install pip only results in a wall of red errors. Gonna try to clean out my current python installation since it may somehow be a complete mess.
EDIT: Yup, it's messed. This is when trying to uninstall python: http://i.imgur.com/bliXrAg.png |
Sarmatiko
1699
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Posted - 2015.02.04 10:48:03 -
[97] - Quote
Rollo Brinalle wrote:Awesome! That's it. The easiest way to load ship properly (if you unsure in DNA) is to look at graphics.static contents. "sofRaceName" is the booster color and "sofFactionName" is the base color. |
Joshua Foiritain
Coreli Corporation Mercenary Coalition
1485
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Posted - 2015.02.04 20:41:39 -
[98] - Quote
Two questions, when using _handle_empty_scene to render a scene without a nebula is it possible to change the black BG color to something else? (like green) I noticed the _handle_trinity_setting option but have no idea what kind of options we can change
Also the capture option does not seem to work for me, this is the command line im running: C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp /windowed /width=512 /height=512 /scenes=test.yaml /capturefolder=D:\Movies
I've tried various folders, existing and none existent ones, different drives, trailing slash, no trailing slash, etc. Nothing jumps out in the error log. Any idea what im doing wrong?
The Coreli Corporation is recruiting.
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Mizhir
Matari Exodus
74686
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Posted - 2015.02.04 21:02:13 -
[99] - Quote
This is pretty damn awesome. Thank you for working on it.
I haven't had a chance to try it, but definitely looking forward to it.
Just a quick question. Is it / will it be possible to make custom textures for the ships?
One Man Crew - Collective Solo PVP - Video is out!
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Rollo Brinalle
Center for Advanced Studies Gallente Federation
28
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Posted - 2015.02.04 23:56:32 -
[100] - Quote
Joshua Foiritain wrote:Two questions, when using _handle_empty_scene to render a scene without a nebula is it possible to change the black BG color to something else? (like green) I noticed the _handle_trinity_setting option but have no idea what kind of options we can change Also the capture option does not seem to work for me, this is the command line im running: C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp /windowed /width=512 /height=512 /scenes=test.yaml /capturefolder=D:\Movies I've tried various folders, existing and none existent ones, different drives, trailing slash, no trailing slash, etc. Nothing jumps out in the error log. Any idea what im doing wrong?
The capture did not work for me either also tried various folders etc... Also has anyone figured out how to place a structure? I tried a few stations with no luck. I have it narrowed down to the DNA and tried to use the graphic_type.yaml that has been floating around on the thread with no luck.
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Sarmatiko
1699
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Posted - 2015.02.05 08:15:31 -
[101] - Quote
Rollo Brinalle wrote:Also has anyone figured out how to place a structure? I tried a few stations with no luck. I have it narrowed down to the DNA and tried to use the graphic_type.yaml that has been floating around on the thread with no luck.
http://pastebin.com/t8Z4gwzr
Also why don't you look at existing scenes? There are plenty of them:
asteroid_rocks asteroids bink buildeffect camera controltower crash_horribly demo drone festivallaunchers fireworks fleet1 fleet1_pip fleet1sof fleet2 fleet3 fleet3_pip fleettest freeze_horribly indirect_lighting indirect_lighting_small load lod lod_sof many_missiles missiles movement multicamera overlayeffects pip_lod pipdemo shipandplanet shiplod spritetest tractorbeam viewturrets
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.05 11:35:10 -
[102] - Quote
Rollo Brinalle wrote:Joshua Foiritain wrote:Two questions, when using _handle_empty_scene to render a scene without a nebula is it possible to change the black BG color to something else? (like green) I noticed the _handle_trinity_setting option but have no idea what kind of options we can change Also the capture option does not seem to work for me, this is the command line im running: C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp /windowed /width=512 /height=512 /scenes=test.yaml /capturefolder=D:\Movies I've tried various folders, existing and none existent ones, different drives, trailing slash, no trailing slash, etc. Nothing jumps out in the error log. Any idea what im doing wrong? The capture did not work for me either also tried various folders etc... Also has anyone figured out how to place a structure? I tried a few stations with no luck. I have it narrowed down to the DNA and tried to use the graphic_type.yaml that has been floating around on the thread with no luck.
There seems to have been an error in the documentation. Fixing it now. The /capturefolder argument should have an underscore in it like so /capture_folder |
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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.06 00:04:46 -
[103] - Quote
I've made a standalone build of dae-to-red if you don't want to mess with the source code and dependencies. I also added a little batch file wrapper that lets you drag-and-drop files to convert them.
Built using bbfreeze.
https://github.com/Nu11u5/dae-to-red/releases
edit: now at github
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.09 01:30:41 -
[104] - Quote
CCP, can you say what is happening here?
http://i.imgur.com/nkidKCK.png
The crash is happening when the last line of the last keyframe of the first keyframe sequence is parsed.
Curve file 'example.red': http://www.pasteall.org/56584
This is the .red file that results when I run the original 'example.blend' file included in the dae-to-red documentation through a Blender script I had to make to get custom animations to not crash dae-to-red (it doesn't like keyframes that don't key on all curve channels).
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Kyoko Sakoda
Pyre Falcon Defence and Security Multicultural F1 Brigade
275
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Posted - 2015.02.09 03:33:16 -
[105] - Quote
Just want to confirm that Cinema 4D supports reading and writing .dae files, so yay! :D |
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.09 05:11:11 -
[106] - Quote
Valeo Galaem wrote:CCP, can you say what is happening here? http://i.imgur.com/nkidKCK.png The crash is happening when the last line of the last keyframe of the first keyframe sequence is parsed. Curve file 'example.red': http://www.pasteall.org/56584 This is the .red file that results when I run the original 'example.blend' file included in the dae-to-red documentation through a Blender script I had to make to get custom animations to not crash dae-to-red (it doesn't like keyframes that don't key on all curve channels).
If nobody from the EVE Probe team answers, I'll try to take a brief look this morning.
Edit: Looks like we have our answer. :)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.09 06:30:58 -
[107] - Quote
Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp?
Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect?
Edit: also, when creating custom animation paths in maya, what scale are we working to? i.e if we want a rifter orbiting a stargate at 5km, and maya is set to centimeter working units, what kind of size are we looking for getting it looking right?
I guess I could try and import the eve asset models into scene and use them as animation references, would that then be 1:1 scale to in-engine?
double edit: I can't not ask for the high-res texture pack at this stage. even if it is only compatible with eve-probe... that would make my day. |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.09 06:50:00 -
[108] - Quote
Fredlah wrote:Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp? I imagine the warp-tunnel or warp exit visual effect might be possible by calling up the right .red effect, but which file or which command I am not sure.
Fredlah wrote:Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect? Eve Probe doesn't do sound. You will have to capture the video and mix it in during editing.
Fredlah wrote:Edit: also, when creating custom animation paths in maya, what scale are we working to? i.e if we want a rifter orbiting a stargate at 5km, and maya is set to centimeter working units, what kind of size are we looking for getting it looking right? Blender uses 1 unit = 1 meter with the Eve resources. That's all I know. Try importing the example files and see what you get. The cubes are approximately the same size as the Salvage Drones in the final scene.
Fredlah wrote:I guess I could try and import the eve asset models into scene and use them as animation references, would that then be 1:1 scale to in-engine? When I import them with Blender, if I use the .obj exports from TriExporter they seem to be the correct scale, while the .3ds exports are not.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.09 09:03:17 -
[109] - Quote
Valeo Galaem wrote:Fredlah wrote:Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect? Eve Probe doesn't do sound. You will have to capture the video and mix it in during editing.
True. I assume there should just be an effect to call for the warp flash though, thanks for your help :) |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.09 10:00:34 -
[110] - Quote
Valeo Galaem wrote:CCP, can you say what is happening here? http://i.imgur.com/nkidKCK.png The crash is happening when the last line of the last keyframe of the first keyframe sequence is parsed. Curve file 'example.red': http://www.pasteall.org/56584 This is the .red file that results when I run the original 'example.blend' file included in the dae-to-red documentation through a Blender script I had to make to get custom animations to not crash dae-to-red (it doesn't like keyframes that don't key on all curve channels).
Looks like every "keys:" element is missing 4 spaces of indentation. |
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.09 10:53:25 -
[111] - Quote
Valeo Galaem wrote:Fredlah wrote:Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp? I imagine the warp-tunnel or warp exit visual effect might be possible by calling up the right .red effect, but which file or which command I am not sure.
I know where the files are (res:Model\Effect3\warpEntry.red, res:Model\Effect3\warpTunnel.red, res:Model\Effect3\warpTunnel2.red) , but I'm not exactly sure how to get the effect to play back even when doing it all manually in Jessica.
My guess is that playing back the warp effect would require an EVE Probe command to be implemented for that purpose.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.09 20:32:21 -
[112] - Quote
I've made the fix concerning the key yaml indentation level and posted it to my repo. You can also download my standalone binary there.
https://github.com/Nu11u5/dae-to-red/releases
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 03:35:27 -
[113] - Quote
Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :( |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.10 04:41:35 -
[114] - Quote
Fredlah wrote:Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :(
Nvm, I just figured out what you are doing..!
You need to drop your .dae file on the file icon of 'dae-to-red.bat' in Explorer, not in the command prompt window that opens when you run it. Sorry for the confusion.
I updated the wrapper script to be more clear just now.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 05:20:54 -
[115] - Quote
Valeo Galaem wrote:Fredlah wrote:Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :( Nvm, I just figured out what you are doing..! You need to drop your .dae file on the file icon of 'dae-to-red.bat' in Explorer, not in the command prompt window that opens when you run it. Sorry for the confusion. I updated the wrapper script to be more clear just now.
Yeah, I realised this reading your pre-edit post, I should have known better :P |
Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 05:30:06 -
[116] - Quote
Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version.
Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy
Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :( |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.10 05:58:45 -
[117] - Quote
Fredlah wrote:Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version. Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :(
That's the error I got when my Blender animations didn't key on each of the XYZ animation channels in the same frame. One or two of of the coordinates is missing and the program is trying to interpret empty data. My solution was to resample all of the curves in Blender which generated keys on every channel for every frame. dae-to-red could parse the animation then, but the animation keys are at too high a rate and plays back jerky/laggy in Eve Probe (that or the data has bad precision issues during conversion).
I'm looking at fixing the issue in dae-to-red, but I can't say when I'll have it figured out.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 06:10:00 -
[118] - Quote
Valeo Galaem wrote:Fredlah wrote:Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version. Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :( That's the error I got when my Blender animations didn't key on each of the XYZ animation channels in the same frame. One or two of of the coordinates is missing and the program is trying to interpret empty data. My solution was to resample all of the curves in Blender which generated keys on every channel for every frame. dae-to-red could parse the animation then, but the animation keys are at too high a rate and plays back jerky/laggy in Eve Probe (that or the data has bad precision issues during conversion). I'm looking at fixing the issue in dae-to-red, but I can't say when I'll have it figured out.
I've tried rebaking the animation on every object out to keyframes but still same error. I can pastebin you the contents of my dae file to determine if it's an issue with the DAE_FBX output rather than an issue with keyframes or something |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.10 06:22:08 -
[119] - Quote
Fredlah wrote:I've tried rebaking the animation on every object out to keyframes but still same error. I can pastebin you the contents of my dae file to determine if it's an issue with the DAE_FBX output rather than an issue with keyframes or something
Sure.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.02.10 06:24:36 -
[120] - Quote
Valeo Galaem wrote:Fredlah wrote:I've tried rebaking the animation on every object out to keyframes but still same error. I can pastebin you the contents of my dae file to determine if it's an issue with the DAE_FBX output rather than an issue with keyframes or something Sure.
Too much text for pastebin, so I dropboxed the file: https://www.dropbox.com/s/9jzylthlkzhywj8/test.dae?dl=0 |
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