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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 - 2015.02.02 12:39:57 -
[1] - Quote
The latest EVE Probe (as of version 0.85.8246) allows playback of scenes other than the ones included in the build, allowing you to create your scene description and play it back. Furthermore, you can use EVE Probe to render a movie from your scene. The EVE Probe launcher only supports the Probe's main role - gather performance metrics for a fixed set of scenes and upload the results to our server. Other features must be accessed by running the EVE Probe itself directly from the command line.
Running EVE Probe from the command line
The installer for EVE Probe only installs the launcher - the launcher in turn downloads the binaries needed to run the Probe itself, so before doing anything else make sure you've run the Probe once from the launcher.
The binaries are placed in a folder called probe under your EVE shared cache folder. By default it is C:\ProgramData\CCP\EVE\SharedCache - you may have picked a different location when you installed EVE Probe.
To run the Eve Probe from the command line, navigate to probe folder and run the following command:
C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp
Simply running the launch script without any arguments runs EVE Probe in full-screen mode and runs through a number of scenes. If you switch away from the app it quits.
/windowed Run in windowed mode rather than full screen. This is often more convenient when testing, especially if you want to attach a debugger or monitor logs as it is running. By default, the size of the window is half the height and width of the desktop.
/width=desired width /height=desired height
Set the dimensions of the window (or resolution in full screen).
/ondeactivate=abort, pause or ignore Controls the behaviour when the app loses focus. Default is to abort - when testing it is usually more convenient to set this to pause or ignore.
/scenes=list of scenes The app has its own notion of what the default list of scenes is. When creating your own content, you usually want to focus on your own list of scenes, or just one scene. If you want to run through more than one, use a comma-separated list (no spaces).
Creating a scene
EVE Probe sequences are stored in yaml files that you can edit in your favorite text editor. There are commands to control the background nebula for the scene, add planets, ships, place the camera and add simple camera behaviors. There are also commands to move the ships, but for any sort of choreographed movements you will need to use a tool such as Blender or Maya to set up animation paths.
Under the probe folder you will find a docs folder containing some documentation about the scene file format as well as movie creation.
What next? It depends on the feedback we get from the player community. Is this enough for you to create interesting scenes? Need better tools? Want to write your own tools? What features are missing from EVE Probe to set up the scene you have in mind?
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.02 14:35:27 -
[2] - Quote
Manic Velocity wrote:I'm holding CCP solely responsible for the mess I just made in my pants. I'm sorry - you will have to clean your own pants!
CCP Snorlax - Software Architect - Team RnB
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 14:36:49 -
[3] - Quote
Note that C:\ProgramData is normally hidden by default. If you explicitly enter the path into, say, Windows Explorer, it should be possible to find the files mentioned here.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 15:35:28 -
[4] - Quote
ShadowandLight wrote:Could someone make a POS shield type EVE Probe scene? At least on my PC running multiple clients, POS shields (and probably modules as well) really puts a hurting on my FPS.
This is getting off-topic, so please post requests for more profiling of certain cases in an appropriate other thread. That said:
This version of EVE Probe has a scene with a large number of ships attacking a POS. We also include a POS bash in every mass test.
In the multiple client case, I know there appears to have been a regression in a recent release that causes backgrounded clients to use more GPU resources than they should. I don't know what the status of looking into this is, but the workaround is to minimize your clients in the background (instead of just alt-tabbing away.)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.02 15:55:08 -
[5] - Quote
l0rd carlos wrote:You make me randy, Snorlax!
Is this a CCP supported product or is it made on free dev time? I would assume CCP does not even need to invest that much, as long as it's possible for players to contribute stuff by them self. I don't have anything specific in mind, (maybe a UI plugin system?) but this looks promising.
Oh, how about a free camera mode? And a greenscreen mode! I will play with this when I'm back from work. EVE Probe is a CCP supported product, and this feature set is as well. Our first priority will of course always be the game itself, but we'll do our best to support your creative endeavors as well.
I would love to see the community help us with creating a toolset around this for easier movie making - we've released an open-source project for converting animation paths for use in EVE Probe: https://github.com/ccpgames/dae-to-red
It should be fairly easy to set up the scene itself within Maya or Blender and export that - we can't commit any time to do that anytime soon, but perhaps there are volunteers out there reading this who'd be willing to give it a try.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.02 16:01:42 -
[6] - Quote
l0rd carlos wrote:Ok, so I looked at both C:\ProgramData\CCP\EVE\SharedCache\probe\bin
and C:\Program Files (x86)\CCP\EVE Probe\launcher
And can't find the Scene files, as stated in the readme: Quote: EVE Probe sequences are stored in YAML (http://www.yaml.org/) files under res/sequences (relative to the directory that versions binaries are stored in).
Yes, I have run probe before searching. The only yaml files I can find are the results files. The Progam Files (x86) filder hast just a cacert.pem and a logo in the res folder. And the ProgrammData Shared Cache folder has a probe/scene folder, but just with a single yaml file that names all of the scene .. but not the scene files itself. What am I missing? Sorry, that's a bug in the documentation. The scene files are downloaded by the EVE Probe as it runs, and somewhat of an oversight not to have sample scene files for experimentation.
Look in the docs folder for the documentation on the scene file format - I'll add some sample .yaml files to the next release.
CCP Snorlax - Software Architect - Team RnB
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 16:12:51 -
[7] - Quote
Sarmatiko wrote:l0rd carlos wrote:What am I missing? You must create res\sequences directories in C:\ProgramData\CCP\EVE\SharedCache\probe\ In other words place your custom scenes in C:\ProgramData\CCP\EVE\SharedCache\probe\res\sequences\
Yep, I found that manually creating that directory and adding the /scenes=demo.yml to the command line allowed playing back the example yaml file that's in the documentation (after copying and pasting the text into a yaml file with that name under res\sequences.)
Now I know where all my free time is going! :D
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.02 16:39:42 -
[8] - Quote
Vincent Athena wrote:When will this be available to Mac users? You really really need to see what all your new graphics are doing to the Mac client, it's not pretty. Hopefully soon. We need to sort out some licensing issues first, though.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.02 16:44:05 -
[9] - Quote
l0rd carlos wrote:Ah, thanks. Though I must still do something wrong, because it shuts down without any error. I just see a new cmd pop up for a split seconds and than nothing. No error: https://i.imgur.com/uQF9Vgb.png
I tried with cmd and powershell. And the #1 post in this thread say ...SharedCache\probe>bin\exefi.. I guess you mean backslash \ and not > between probe and bin? You need to be in the probe folder and run bin\exefile.exe - so go up one level, you're in the bin folder in that screenshot.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.02 18:23:47 -
[10] - Quote
Hendrick Tallardar wrote:God dammit.....there goes my productivity this week. Sorry, we can not be held responsible for that
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.02 18:25:09 -
[11] - Quote
l0rd carlos wrote:Fitting and firering all ze missiles https://i.imgur.com/3NzCHuc.jpg
lag lag lag edit:So what is the actor name for the Machariel in the angel / ingame paintjob? And how do we find the names? I'll see if I can find a comprehensible list of names for the dna strings for ships.
CCP Snorlax - Software Architect - Team RnB
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:24:41 -
[12] - Quote
CCP Snorlax wrote:I'll see if I can find a comprehensible list of names for the dna strings for ships.
I started looking into making something like that but I quickly realized that there wasn't really a quick way to do it, so here's some information about the DNA string system:
You'll notice that ships are specified by what we call SOF DNA, which are generally:
(hull name):(faction):(race)
The Impairor (Amarr's rookie ship), for example, is:
af1_t1:amarrbase:amarr
I may look into compiling a list of useful ships (or maybe CCP Snorlax will beat me to it), but in general, here's how you can go about constructing one of those DNA strings.
Hull Names
Hull names are built like this:
(race)(ship class)(number)_t(tech level)(letter)
Some example races as used in the hull name are:
a : Amarr c : Caldari m : Minmatar g : Gallente s : Sansha ang : Angel soe : Sisters of EVE
Ship classes are:
f : Frigate de : Destroyer c : Cruiser bc : Battlecruiser b : Battleship ca : Carrier dn : Dreadnought s : Shuttle t : Titan i : Industrial fr : Freighter ba : Barge
The (number) field starts at 1 and maxes out at the number of tech 1 hulls in that race and ship class.
So, the tech 1 Minmatar cruiser hulls are named:
mc1_t1 mc2_t1 mc3_t1 mc4_t1
There are also some tech 2 hull variations like:
mc1_t2a
Generally, tech 3 strategic cruisers do not follow this naming convention, but the Confessor (the Amarr tech 3 destroyer) hull is called:
ade3_t3
As other tech 3 destroyers get added to the game, you can probably infer their hull names from that.
Faction
The second part of the SOF DNA is the Faction field. Each race has a base faction that's used for its t1 ships:
amarrbase minmatarbase gallentebase caldaribase
but there are others. Here are a selection:
Amarr:
amarrnavy ammatar ardishapur bloodraider chamberlain eom imperial kador khanid kor-azor sarum tash-murkon
Caldari:
caldarinavy cbd guristas hyasyoda ishukone kaalakiota laidai noh state sukuuvestaa wiyrkomi
Gallente:
federal gallentenavy innerzone interbus police quafe quafesolus quafeultra roden serpentis syndicate
Minmatar:
brutor justice krusual minmatarnavy nefantar sebestior starkmanir thukker vherokior
Races
Finally, the last part of the SOF DNA is the ship's race, which at the moment controls only the booster color. Here are some race choices:
amarr angel caldari gallente generic minmatar ore sansha soe
Mixing and matching factions and races with hulls that don't correspond isn't guaranteed to produce a nice result, but it might work, so don't be afraid to experiment.
BTW, since everyone loves the Rifter, I'll point out that a tech 1 Rifter would be:
mf4_t1:minmatarbase:minmatar
Now, go make some amazing ship battles! Perhaps at some point I'll come back and write up a similar document for loading turrets, once I figure it out myself. ;)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:39:25 -
[13] - Quote
l0rd carlos wrote:Machariel: 'angb1_t1:minmatarbase:minmatar'
I'm pretty sure (but not 100% sure) that the Machariel is:
angb1_t1:angelbase:angel
(it's possible that the player version is different from the NPC version, however. I'd have to look it up.)
Edit: My lists above were not in any way comprehensive. However, you can count on every ship race to have a base faction and a booster race, like
soec1_t1:soebase:soe angelf2_t1:angelbase:angel
etc.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:44:23 -
[14] - Quote
Archeras Umangiar wrote:im kinda confused... where are the scenes saved? i only found a txt files with description and the assorted picture...
If you make your own scene, you have to make a probe\res\sequences directory yourself and locate your files in there. There's an example file in the documentation under SharedCache\probe\docs.
The scenes played back by EVE Probe are buried in SharedCache\ResFiles. SharedCache\probe\resfileindex.txt has a list of the contents of the cache, and buried in there are .red files for the default scenes.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:59:27 -
[15] - Quote
Silent Silhouette wrote:Any chance of a video tutorial either from the community or CCP?
I have to imagine that someone from the community will have something like that up in a day or two. ;)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 20:06:17 -
[16] - Quote
Take note that the final part of the DNA string only controls booster color. The boosters for Angel and Minmatar ships look very similar, but the Minmatar is more pink and Angel is more yellow.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:04:55 -
[17] - Quote
horrorgun wrote:This is awesome stuff, but is there any chance the community could get a copy of Jessica for making player movies? The potential for fan made projects could be amazing.
I'll direct you to day 4's CSM minutes for an answer to that question. The short version is that something like this EVE Probe tool is a much better choice for community content than Jessica.
http://community.eveonline.com/news/news-channels/eve-online-news/csm-winter-summit-minutes-day-four/
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:06:09 -
[18] - Quote
Ragnar Sorlandschip wrote:Well, when I try the example yaml scene, the "preparing renderer" stos at 4% and the command window that pops up says this:
Can you post more info about where you've placed the file, what you've named it, and how you're launching EVE Probe?
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:26:17 -
[19] - Quote
Ragnar Sorlandschip wrote:CCP Darwin wrote:Can you post more info about where you've placed the file, what you've named it, and how you're launching EVE Probe? The file sits in C:\Program Files (x86)\CCP\EVE Probe\launcher\res\sequences and is named test.yaml. Variations on the commands I've tried: http://i.imgur.com/WpEI8vz.png
OK. Your command line looks correct but you need to place test.yaml in C:\ProgramData\CCP\EVE\SharedCache\probe\res\sequences instead of under the launcher directory.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:45:22 -
[20] - Quote
Sarmatiko wrote:BTW is the frame capture command works in this build? I've tried "/capturefolder=c:\movie\" but it looks like this command was ignored by Probe.
I'm having some trouble getting this to work myself.
l0rd carlos wrote:File "/usr/local/lib/python3.4/dist-packages/dae_to_red-0.0.0-py3.4.egg/dae_to_red/main.py", line 289, in _read_axis_keys_from_nodes NameError: name 'xrange' is not defined
Someone in the #eve-dev IRC channel has the same trouble and tries to fix it.
Part of the problem is that xrange() is a Python 2.x built-in and I don't think is defined in 3.x. However, xrange() in 2.x has the same functionality as range() in 3.x. I'm not sure what the story is here.
Also:
I notice that if you use demo.yaml as your scene name, and you by mistake name your yaml file something else (like in my case demo.yaml.txt), it appears to find a demo.yaml that's in the shared cache. You apparently MUST use the extension ".yaml" and not ".yml" or anything else, and then it'll find the file correctly. The shared cache demo.yaml shows the Caldari battleships with default Caldari faction and the example from the docs uses the Guristas faction markings.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 22:50:53 -
[21] - Quote
Oh man, let me make VERY CLEAR that this is all the work of CCP Snorlax and Team RnB. I took no part WHATSOEVER in developing this amazing feature of EVE Probe.
And, for that reason, I'm going to have to leave questions about the code on Github to them.
I'm experiencing this for the first time along with all of you, and sharing my solutions to problems as they come up. I'm cheerleading for and promoting this tool because a lot of people have been asking for something like it, I'm well-positioned to help people get through certain difficulties using it, and I'm excited for it myself!
Ragnar Sorlandschip wrote:EDIT: No flashy lights on Police Nestor
Flashy lights are only available as a factory option, not aftermarket, sorry dude.
Jon Dekker wrote:The ability to manually control a camera and the scene, modifying the camera path or slowing the scene down or speeding it up.
Trust me, once you get the hang of it you'd rather be doing this in Maya or Blender. Also, I suspect some clever folks will probably sooner or later come up with a nice smooth workflow you can follow.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 23:46:28 -
[22] - Quote
ShadowandLight wrote:Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?
In general, I'd say making another thread in this forum would be great for that kind of request. That said:
The rest of my answer pointed out that there is already a scene that features a POS shield in the current EVE Probe. Have you taken a look at it? Are you asking for something different?
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 23:57:13 -
[23] - Quote
ShadowandLight wrote:Is there a new scene with an Online Shielded POS with a decent amount of modules
Yep, it's a bunch of ships bashing an online POS.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 00:18:34 -
[24] - Quote
Jon Dekker wrote:Hmm, I don't think that's quite what I'm talking about. Yes, you can set up a scene and animate in Maya of course, but then you're not rendering using the game engine and things just won't look the same.
The developers of EVE Probe (CCP Snorlax and Team RnB) have also put up on github a set of tools for exporting animation and curves to a format that you should be able to hook in to the custom scene feature, so that you animate your camera and objects in Maya or Blender and then render using EVE Probe (thus getting full benefit of EVE's Trinity graphics engine.)
https://github.com/ccpgames/dae-to-red
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 10:29:40 -
[25] - Quote
Marlona Sky wrote:Quote:Under the probe folder you will find a docs folder containing some documentation about the scene file format as well as movie creation. I'm new to this whole navigation thing for weird files. I suppose I'm blind and or dumb, but please can someone help me locate this? I don't see any such docs folder.
First, you have to run EVE Probe once. Then, once it's run one time:
On the root directory of your C: drive, there's a hidden directory called ProgramData. If you open Windows Explorer and type C:\ProgramData into the address bar, you'll get there. Documentation is under C:\ProgramData\CCP\EVE\SharedCache\probe\docs
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 11:03:56 -
[26] - Quote
Lair Osen wrote:Hey Darwin, you know the dna for Mordus Ships? Can't see them anywhere usingTriExporter :(
E: found them in the caldari folders
Yep, for example the frigate is
cf9_t1:mordus:caldari
At some point we will likely split out Mordu's Legion as their own race but it hasn't happened yet.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 11:45:20 -
[27] - Quote
Discomanco wrote:Anything on my error, fix, something I missed? :( EVE Probe works just fine, despite being laggy as hell *cough*, it's just opening exefile through the script that fails
The top two issues seem to be:
1) Misreading the directory where you start the program. You MUST set your current working directory to
C:\ProgramData\CCP\EVE\SharedCache\probe
and run with this command:
bin\exefile.exe /lib=code.ccp
Note that C:\ProgramData is hidden by default. Also, many people have been attempting to run it from inside the bin directory. This will not work.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 12:12:49 -
[28] - Quote
I've verified that the executable is a 32-bit application, so it's not a case of a 64-bit exe file failing on your 32-bit system.
CCP Snorlax says that if the file is corrupted, you can re-run the launcher and it should be corrected.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.02.03 13:32:17 -
[29] - Quote
CCP Darwin wrote:I've verified that the executable is a 32-bit application, so it's not a case of a 64-bit exe file failing on your 32-bit system. It's possible the binary is corrupted. I recommend deleting the SharedCache folder and then running the launcher from the shortcut in Program Files (x86) again. Be sure to allow EVE Probe to run through all the default scenes. This will re-download the contents of that folder and may resolve an issue with a corrupted file. Deleting the shared cache folder is overkill - running from the launcher again should be enough.
CCP Snorlax - Software Architect - Team RnB
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.03 13:42:37 -
[30] - Quote
l0rd carlos wrote:TL;DR: around the lines 200 in main.py object_location_dict[ok] only has one key in the example, that key is "0", what does that stand for and what are "first" and "last" supposed to be? [22:44] max12345 I don't think i can do this without comments or some help with the structuring [22:44] max12345 the thing I'm stuck at right now is that it's looping through some location keys [22:45] max12345 they are sorted by coordinate then by number they by datakey data pairs [22:45] max12345 but I have no idea what the number stands for [22:46] max12345 and they somehow need it for "first" and "last" variables [22:46] max12345 but there is only 1 entry for the number [22:46] max12345 so it'd be the same for the example case [22:46] lord-carlos "Part of the problem is that xrange() is a Python 2.x built-in and I don't think is defined in 3.x. However, xrange() in 2.x has the same functionality as range() in 3.x. Looks like an oversight." [22:46] lord-carlos https://forums.eveonline.com/default.aspx?g=posts&m=5457468#post5457468 [22:46] max12345 yes that's fine, I already changed that, I'm stuck somewhere else. [22:47] max12345 this is almost making me resub [22:47] max12345 :D [22:48] max12345 he should hop on irc :D [22:48] niki who is that awesome CCP Darwin guy [22:49] max12345 idk but he's pretty cool releasing these tools at all imo
[22:53] max12345 around the lines 200 in main.py object_location_dict[ok] only has one key in the example, that key is "0", what does that stand for and what are "first" and "last" supposed to be? [22:55] max12345 I'm sure these are issues he can solve much faster though
:)))))
The keys represent the order of location keys, starting with 0 for the first key.
If there were five keys, they would be 0, 1, 2, 3 and 4 (in order).
Each key actually maps to a dictionary that represents a Bezier (or possibly Hermite) curve. It has the following keys: "start_time": The time from the beginning of the scene to the start of the animation curve. "end_time": The time from the beginning of the scene to the end of the animation curve. "start_value": The x,y,z location of the model at the start of the animation "end_value": The x,y,z location of the model at the end of the animation "control_1": First control point. "control_2": First control point.
first and last should be the first and last of those dictionaries. |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.03 13:49:38 -
[31] - Quote
CCP Darwin wrote:Sarmatiko wrote:BTW is the frame capture command works in this build? I've tried "/capturefolder=c:\movie\" but it looks like this command was ignored by Probe. I'm having some trouble getting this to work myself. l0rd carlos wrote:File "/usr/local/lib/python3.4/dist-packages/dae_to_red-0.0.0-py3.4.egg/dae_to_red/main.py", line 289, in _read_axis_keys_from_nodes NameError: name 'xrange' is not defined
Someone in the #eve-dev IRC channel has the same trouble and tries to fix it. Part of the problem is that xrange() is a Python 2.x built-in and I don't think is defined in 3.x. However, xrange() in 2.x has the same functionality as range() in 3.x. I'm not sure what the story is here. Also: I notice that if you use demo.yaml as your scene name, and you by mistake name your yaml file something else (like in my case demo.yaml.txt), it appears to find a demo.yaml that's in the shared cache. You apparently MUST use the extension ".yaml" and not ".yml" or anything else, and then it'll find the file correctly. The shared cache demo.yaml shows the Caldari battleships with default Caldari faction and the example from the docs uses the Guristas faction markings.
Correct. The project was written in Python 2.7. If someone were to upgrade it to be 3.x compatible and send a pull request on GitHub, that would make me happy.
And yes, all yaml files must have the .yaml extension. |
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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 -
[32] - 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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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 18:29:03 -
[33] - 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 -
[34] - 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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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.05 11:35:10 -
[35] - 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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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.09 05:11:11 -
[36] - 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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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.09 10:00:34 -
[37] - 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 -
[38] - 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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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 10:43:36 -
[39] - Quote
Fredlah wrote: Yeah they are definitely set to Euler in maya :( I think its an issue with the DAE_FBX export, will poke around and find a different plugin
Try OpenCOLLADA. That's the one I use. |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 12:50:29 -
[40] - Quote
Fredlah wrote:No, it still looks like I'm having issues... To test, I opened the example maya file, exported with opencollada using the same flags as the example.dae, seems to work fine. I then try and convert the dae file using the pre-compiled script, it does not error in the script, but the resulting .red file simply contains "type: EveSpaceScene", and that's all. here is my example.dae file before attempting to convert it to a .red https://www.dropbox.com/s/6tyvjl2mmscbywk/example.dae?dl=0
I thought it was working earlier as I was not getting an error on conversion, but in reality I was getting empty converted files :(
Looks like the exported data is missing the library_animations tag along with all the keyframe animation data.
This may be a silly question but does the scene you are exporting have keyframes yet? How are you exporting the scenes ? (I usually click File->Export All...) |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 16:38:46 -
[41] - Quote
Fredlah wrote:Also just trying to play around exporting a camera move, getting the following error when using the dae to red converter: http://pastebin.com/raw.php?i=egvD3uNa
edit: I guess camera animation paths are only supported from the gr2 files anyway. I have a camera animation in maya already to scale, what would be the easiest way of getting that into a gr2 file for probe to load? Would it be possible to get probe to load the movement path of any object in the dae/red export as the camera path? eg I parent dummy geo to the camera, name it 'camera_path", bake it out to keys, export it from maya with my ship movements, so I have a two ship paths and a camera position/rotation path, and have probe use that? eg - [set_camera_animation, 'res:/curves/scene2_objects.red', camera_path]
Correct. Camera animation paths currently only support gr2 files, but adding some kind of support for camera animation is definitely on our TODO list.
In the meantime, I think I have now fixed the titan-shaking issue in a recent commit (https://github.com/ccpgames/dae-to-red/commit/caf9e629ff3a5c5baf296ebabf2dc77bd2d38cd9). (It now works on my machine)
When you're up to it you may want to get the latest version and see if things behave. Let me know if you run into any more issues. I want to see that awesome movie. |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.10 16:45:54 -
[42] - Quote
Joshua Foiritain wrote:
I'm wondering if its possible to change the BG color from black to something else (like green) when rendering a scene without a nebula.
Not yet, but it shouldn't be too hard to implement and I can definitely see how that could be useful.
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.11 11:24:59 -
[43] - Quote
Valeo Galaem wrote:
I've pulled your latest revision and it actually makes the animation more jerky. I'm testing it using the example animation after it has been re-baked and re-sampled in Blender. Those poor drones were convulsing!
I don't think I ever did any baking or sampling on my end . If possible, I would like to get my hands on your Collada (.dae) files for debugging. |
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CCP Snorlax
C C P C C P Alliance
827
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Posted - 2015.08.13 17:58:50 -
[44] - Quote
Illectroculus Defined wrote:After about 40 hours of work I finally have this 360 video - that is a video which is rendered on a sphere, enabling you to turn the camera in any direction. https://www.youtube.com/watch?v=tctGKL5RO_U
I don't want to do this again any time soon, many problems were encountered, workarounds were needed and Eve Probe proved to be severly lacking in features - here's a few comments on things I'd really like to see in a future version of probe. ...
Great job! I-¦ll try to find time to address your comments - this is valuable feedback. Hopefully this video will help us justify giving the Probe more priority so we can make it easier to work with.
CCP Snorlax - Software Architect - Team RnB
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