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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
TheSmokingHertog
TALIBAN EXPRESS
366
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Posted - 2015.02.23 19:32:51 -
[151] - Quote
Tipa Riot wrote:Are we getting closer to a replay feature for an in-game flight recorder?
this would be so cool.
CCP could start up with certain set of actors that are taken in for recording from a live scene, over time the actor amount could be expanded to all active actors on screen. Simulators with a lot of actors are huge in my logistics field, no idea how EVE compares.
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.24 14:58:55 -
[152] - Quote
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? |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.26 21:06:57 -
[153] - 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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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.26 23:51:27 -
[154] - Quote
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 |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.27 02:43:09 -
[155] - 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
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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.27 12:59:50 -
[156] - Quote
Uploaded: http://www.pasteall.org/blend/34705 |
roigon
Brotherhood of Purity
108
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Posted - 2015.03.01 14:39:31 -
[157] - Quote
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? |
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.03.01 17:34:18 -
[158] - Quote
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? |
roigon
Brotherhood of Purity
108
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Posted - 2015.03.01 17:58:11 -
[159] - 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?
I made it look the same by going to the 5th tab on an object and right clicking the location and transformation rows and selecting add keyframe.
However I actually still couldn't get it to work with a from-scratch blend file. I'm currently just modifying the example.blend, which seems to work fine.
http://imgur.com/iTZyyrM
-edit-
Also sad about those gr2 files. Camera motion would make it all a lot nicer. |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.03.03 07:30:06 -
[160] - 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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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.03.03 18:05:25 -
[161] - Quote
Valeo GalaemYour 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 [i wrote:MUST[/i] 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').
Odd, even opening the file I uploaded shows a bezier curve. Starting from scratch with bezier still doesn't work. |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.03.03 18:41:22 -
[162] - 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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roigon
Brotherhood of Purity
108
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Posted - 2015.03.07 00:16:07 -
[163] - Quote
Another thing I noticed is that all objects have to have at least 2 keyframes, even if you want something to be in one spot. All objects have to have a material assigned.
I also think the first keyframe has to start at frame 0, but I'm not 100% sure of that.
Also useful is to have the logServer application open.
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Tzeentchful Nakrar
Dixon Cox Butte Preservation Society Psychotic Tendencies.
1
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Posted - 2015.03.16 19:42:25 -
[164] - Quote
Can a Dev comment on when we might get camera support in .red files? Right now this is holding us back from making some real amazing stuff. |
Fredlah
SUNDERING Goonswarm Federation
19
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Posted - 2015.03.17 16:15:11 -
[165] - Quote
Tzeentchful Nakrar wrote:Can a Dev comment on when we might get camera support in .red files? Right now this is holding us back from making some real amazing stuff.
+1 |
Tzeentchful Nakrar
Dixon Cox Butte Preservation Society Psychotic Tendencies.
1
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Posted - 2015.05.14 04:06:14 -
[166] - Quote
I know you Devs are busy, but we would really like to know what is happening with this. |
Amy Elteam
No Bull Ships
11
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Posted - 2015.07.17 14:38:19 -
[167] - Quote
I have some cool plans for this, but, I'm realising that for really complex scenes I want to set caps on frame rates when rendering, and possibly the ability to set time dilation from the command line. Any word from the devs? |
Illectroculus Defined
GoonWaffe Goonswarm Federation
187
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Posted - 2015.07.17 18:21:46 -
[168] - Quote
I'm trying to render some scenes from multiple angles for a particular graphics effect, but the random turrets and weapons fire will break this, does anyone know if there are other, more predictable hooks for attaching turrets and coordinating weapons fire? |
Illectroculus Defined
GoonWaffe Goonswarm Federation
187
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Posted - 2015.08.13 17:49:21 -
[169] - Quote
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
It took a pile of code and patience to make this all work, the scenes were rendered 6 times from each primary axis then stiched together using some custom code I wrote (there are commercial packages, but I like writing code). The fields of view all overlap to avoid hard edge effects. The whole process would take a couple of hours to go from the 6 videos to the spherical projection (it would be faster but because of file size it all ran on NFS). Sometimes I had synchronization issues where the frames would line up in space but not in time, and similarly the geometry of some effects would be odd since multiple camera views are being merged. Most of the scenes were generated by parsing the static data file to pull out all the ship DNA for each race and then the code put together a fleet that would flyby the camera. Making the ships do anything else was fraught with problems so that dictated the video content.
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.
* I could make the ships shoot at a target, but failed to get them to stop shooting at a target, which meant destroyed spacecraft would continue to receive incoming fire * Missiles moved way faster than they should, with no way to set their velocity * Even specifiying a random number seed would not provide repeatable scenes. Laser fire would change from one take to the next * Using the move_to command made it easy to move objects, but I don't see a way to rotate them without writing an external animation file, that's why most scenes have everything flying in a straight line. I would really like a simple 'rotate_to' command. (note that the add_behaviour command may have a way to do this, but I didn't see an example) * I figured out how to map region names to the scenes, but I don't think there's a way to do wormhole scenes * No ship animations * Cynoing out was easy, Cynoing ships in required adding the ship, adding the effect, then removing the ship while the effect plays and finally readding the ship. Then cut out the ship in post production to make it look like it wasn't there beforehand. * The movie dump feature would be cool if I could specify a framerate, but without it I resorted to an external capture program. * There's one example of adjusting rendering settings, would like to know what other options are available, anti-aliasing would be nice to have. * window size was restricted by screen resolution, I had to hack around this to get the resolutions I needed.
(And if you have a really cool scene you've created that you'd like to see turned into a 360 video let me know and I'll try it). |
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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 -
[170] - 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-Śll 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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Illectroculus Defined
GoonWaffe Goonswarm Federation
187
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Posted - 2015.08.13 19:34:17 -
[171] - Quote
CCP Snorlax wrote: Great job! I-Śll 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.
I hope so, would love to make some more dynamic looking scenes, with a future version of Probe |
Bienator II
madmen of the skies
3480
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Posted - 2015.08.13 19:45:15 -
[172] - Quote
CCP Snorlax wrote: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-Śll 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.
this is how the output of a battle recorder could look like ;)
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Illectroculus Defined
GoonWaffe Goonswarm Federation
187
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Posted - 2015.08.20 17:23:32 -
[173] - Quote
Here's a follow up video with some details on how I did all this:
https://www.youtube.com/watch?v=JiQBOAlbQKQ |
Helushka Bodaway
The Merchant Marine's Test Alliance Please Ignore
105
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Posted - 2015.09.02 03:07:06 -
[174] - Quote
ok, so who do I have to buy plex for in order for someone to teach me this stuff... lol... |
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