| Author |
Thread Statistics | Show CCP posts - 44 post(s) |

Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.03 01:50:03 -
[1] - Quote
Is it possible to trigger model animations such as warp mode, ship modes, weapon onlining, etc?
Since the station in Scene 5 does not have its rings rotating I assume not.
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
|
Posted - 2015.02.06 00:04:46 -
[2] - 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
|
Posted - 2015.02.09 01:30:41 -
[3] - 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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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.09 06:50:00 -
[4] - 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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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.09 20:32:21 -
[5] - 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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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 04:41:35 -
[6] - 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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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 05:58:45 -
[7] - 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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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 06:22:08 -
[8] - 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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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 06:33:46 -
[9] - Quote
Fredlah wrote: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
I think your problem is you are using Quaternions instead of XYZ Eulers for rotation. Change your objects to use Eulers and re-bake the animation. I did this in Blender and it worked fine.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
|

Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 07:03:51 -
[10] - Quote
Fredlah wrote:Found the setting, maya defaults to Independent Euler-angle curves for the "New Curve Default", and Quaternion Cubic for the "New HIK curve default"
Do I want Independent Euler-angle curves or Synchronszed Euler-angle curves?
Edit tried with both settings, same issue
I'm not a Maya user (I barely consider myself a Blender user) - all I can do is show you what I do in Blender to fix it.
What's wrong in your Collada file: http://i.imgur.com/sbVieDA.png
Your object properties are using Quaternions. This also shows up in the animation curve channels.
How I fixed it: http://i.imgur.com/zrMy40o.png
I just changed the object to use Eulers instead. Then re-baked and re-sampled the animation.
Make sure that the animation channels are listing Eulers and not Quaternions.
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
|
Posted - 2015.02.10 07:24:52 -
[11] - Quote
Fredlah wrote:I found the options in the FBX_DAE exporter that controled these settings. It was set to "Resample as Euler Interpolation", so I changed that to "Set as Euler Interpolation", no difference. Only other option to set it to was "Retain Quaternion Interpolation. Menu I am referring to: http://i.imgur.com/s27NfyQ.png
I really don't know.
Though I will mention that I had to write a little script to bake the animation to world transforms in Blender. For some reason it's just an internal function that isn't exposed except by command line - and only works on one object at a time, despite what the captions say - hence the script.
### ### Bakes animations data into world XYZ + Eulers over the set animation period. ###
import bpy, bpy_extras.anim_utils
frame_start = bpy.context.scene.frame_start frame_end = bpy.context.scene.frame_end frame_step = bpy.context.scene.frame_step
# pick each selected object and bake animations if object is physical for Obj in bpy.context.selected_objects: if Obj.type in ['MESH', 'CAMERA', 'LAMP']: bpy.context.scene.objects.active = Obj # the function 'bake_action()' is broken and only works on the active object, irrespective of the 'only_selected' parameter (confirmed in Blender v2.73a) bpy_extras.anim_utils.bake_action(frame_start, frame_end, frame_step, only_selected=True, do_pose=True, do_object=True, do_visual_keying=True, do_constraint_clear=True, do_parents_clear=True, do_clean=True, action=None)
Then I have to resample all of the curves, but I'm trying to find a better way to handle that.
Worse case if you can animate in Maya and convert the file in Bender.
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
|
Posted - 2015.02.10 19:02:08 -
[12] - Quote
CCP Rave wrote: 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.
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!
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
|

Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.11 19:22:25 -
[13] - Quote
CCP Rave wrote: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.
Sure! Here is the example animation after I've baked keyframes into it:
https://www.dropbox.com/s/sedikftp37mudf2/example-baked.dae?dl=0
CCP Rave wrote: Correct. Camera animation paths currently only support gr2 files, but adding some kind of support for camera animation is definitely on our TODO list.
Darn.
I was hoping that just doing this would work:
- [camera, ((camera_name)), 0, 0, 0] - [select_camera, ((camera_name))] - [bind_matching_dynamics, '((scene_with_camera_name.red))']
When you get around to implementing it consider supporting curves on the camera's field of view.
Optical focus would also be interesting, but I don't see yet how to translate that into Collada (and previewing it in Blender isn't possible without a render).
edit: I played with the idea of driving the Z-scale of the camera (a largely irrelevant property) with the focus distance property, so that might be a way to export a focus curve.
Also, did you know that dae-to-red will accept a zip file? I tried breaking it with random files, and the first one I used was the .zip of the source code (which included the example collada files). I did a double take when it actually created an output. Parsing .zip files seems to be a feature of the collada package.
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
|
Posted - 2015.02.26 21:06:57 -
[14] - Quote
Ragnar Sorlandschip wrote:I'm still having problems installing dae-to-red.
http://pastebin.com/jNMxkjsr
Do I just need to install Atlas, Blas and Lapac, or am I missing much more?EDIT: Think I've got it to work, the program converts the dae file with no messages. If I try to just make an animation curve on Y rotation in blender and press export to make the dae, this comes up when trying to convert it: http://pastebin.com/k5ivtArz
Obviously i'm doing something wrong (or not at all), but what would that be?
Make sure that your animation is keying on all XYZ channels.
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
|
Posted - 2015.02.27 02:43:09 -
[15] - Quote
Ragnar Sorlandschip wrote:Valeo Galaem wrote:Make sure that your animation is keying on all XYZ channels. I believe I am keying an all frames, but I get the same error. What I meant to say earlier is that the provided example file converts without errors, so the fault is with what I'm doing in Blender. From a fresh installation, are there any special steps I need to take? /totalpleb
Can you share your .blend file?
http://www.pasteall.org/blend/
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
|

Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.03.03 07:30:06 -
[16] - Quote
Ragnar Sorlandschip wrote:roigon wrote:Just started playing with this, great stuff CCP. Really happy to be able to play with stuff like this. And many thanks to Valeo Galaem for making the DEA to RED process super easy.
One thing I'd really want to be able to do is export camera animation paths from blender. Above it was mentioned this can currently be done with gr2 files? Anyone willing to give me a short run-down on how that's done, and integrated in the scene file? Seems you need the licensed program Granny 3D to make those gr2 files. Earlier in the thread they said Blender support for camera animation is on the to-do list, so it'll come by some day. If the internet is to be believed on how much G3D costs, forget about it. EDIT: Well, apparently I'm wrong in how I make my keyframes: http://i.imgur.com/HYwvkHj.png
I select the object, press "i" and click "LocRot", but what is the proper action?
Your actions can be grouped - that will work fine. Having them in a group named "LocRot" was not the problem.
What happened was the interpolation mode on the keys was set to "Constant". The mode MUST be set to "Bezier" or dae-to-red will crash. This is a current limitation of the converter.
I'm not sure how you changed the mode, but you can change it back by selecting the animated objects, go to Graph Editor, select all of your keys ('A'), and go to "Keys > Interpolation Mode > Bezier" ('T').
Sorry for not finding your reply earlier.
Something else that's an issue with this build is that dae-to-red will not correctly write the curve tangents (meaning you can't control how fast your objects accelerate and decelerate). At the moment it seems to be writing its own values.
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
|
Posted - 2015.03.03 18:41:22 -
[17] - Quote
Ragnar Sorlandschip wrote:Odd, even opening the file I uploaded shows a bezier curve. Starting from scratch with bezier still doesn't work.
I took some screen shots to show you what is going on.
This is your animation curve. It looks like a bezier at this zoom level, but it's really a sequence of linear "curves".
http://i.imgur.com/hCDRSXW.png
Here I've zoomed in. Note that the keys don't have any tangent handles like a bezier curve would, and that the properties panel on the right tells us that the current key is using linear interpolation.
http://i.imgur.com/m3a3vyw.png
I've selected all of the keys and change the interpolation mode to "bezier".
http://i.imgur.com/VnYLL5D.png
Now the curve is a bezier and has tangent handles.
http://i.imgur.com/FyLf5O4.png
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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