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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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ShadowandLight
Trigger Happy Capsuleers Soviet-Union
377
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Posted - 2015.02.02 12:58:44 -
[2] - Quote
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.
Legacy - An EVE Online Blog
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EVEServers.info - One stop API Solution for Corps/Alliances
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GeeShizzle MacCloud
593
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Posted - 2015.02.02 13:31:41 -
[3] - Quote
CCP Snorlax wrote: 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?
what would be amazing would be being able to record x/y/z coordinates and asset id's from the live server for replay as a scene. that has potentially amazing possibilities especially in terms of showing performance metrics based on real play that typically cannot be truely represented by a bespoke hand made scene.
we already have something similar in the alliance tournament where crest exported the data to people who wanted to build stuff with them and players created the 3d match viewer. for example: http://null-sec.com/atxi/#/replay/105/0
if we could record similar data ourselves, import it to eve-probe and render it with actual in game assets that would be an amazing leap forward. |
Sarmatiko
1699
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Posted - 2015.02.02 14:14:55 -
[4] - Quote
This is awesome. I think you just delivered "Jessica" in the form that most players imagine (not in the form of python scripts, maya plugins and other stuff ^_^).
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Manic Velocity
The Corp I Just Left
133
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Posted - 2015.02.02 14:19:52 -
[5] - Quote
I'm holding CCP solely responsible for the mess I just made in my pants.
@manicvelocity
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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 -
[6] - 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 -
[7] - 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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Gilbaron
Free-Space-Ranger Northern Coalition.
1878
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Posted - 2015.02.02 14:52:18 -
[8] - Quote
Oh. Oooohhh. Oh.
That's great! |
Stjornuvindur
Isogen 5
5
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Posted - 2015.02.02 14:59:26 -
[9] - Quote
Bugger. Half a dozen of us spent 4 hrs last night on SiSi being spielberged around by our corp vidmaker. He will be a happy bunny though. |
l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.02 15:03:48 -
[10] - Quote
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.
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Alundil
Isogen 5
1083
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Posted - 2015.02.02 15:19:50 -
[11] - 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 ^. When running multiple clients I have to remember to face the camera away from any of the POS modules as I see about a 33% reduction in framerate from upper 50s/low 60s to about 40-ish. Gets worse if I forget to do this and open the system map on another client to probe scan.
Otherwise - to OP, great new feature and really looking forward to the things the community devises (I have absolutely zero skill in photo/video editing or composition)
I'm right behind you
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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 -
[12] - 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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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
13463
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Posted - 2015.02.02 15:48:18 -
[13] - Quote
holy **** !
Better the Devil you know.
=]|[=
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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 -
[14] - 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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l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.02 15:55:54 -
[15] - Quote
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?
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Sarmatiko
1699
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Posted - 2015.02.02 15:57:57 -
[16] - Quote
So if someone looking for more examples and more scenes (not only demo example): 1. Open file resfileindex.txt in probe directory with text editor 2. Search for "res:/sequences/" and you will find list of all scene files and their encoded names in cache. 3. Run selected scene first like this: probe>bin\exefile.exe /lib=code.ccp /windowed /ondeactivate=pause /scenes=fleet3_pip 4. Search scene file in ResFiles directory by its encoded name (ada05b90f5c0f82b_a7061ba7110d70320a8422ef6b60a842 for fleet3_pip.yaml atm) |
Sarmatiko
1699
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Posted - 2015.02.02 16:00:34 -
[17] - Quote
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\ |
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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 -
[18] - 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 -
[19] - 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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Tipa Riot
Federal Navy Academy Gallente Federation
2017
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Posted - 2015.02.02 16:18:21 -
[20] - Quote
Are we getting closer to a replay feature for an in-game flight recorder?
I'm my own NPC alt.
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l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.02 16:19:49 -
[21] - Quote
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?
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Max Kolonko
WATAHA. Fidelas Constans
583
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Posted - 2015.02.02 16:21:59 -
[22] - Quote
Eve battle recorder. When?
Read and support:
Don't mess with OUR WH's
What is Your stance on WH stuff?
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Vincent Athena
V.I.C.E.
3737
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Posted - 2015.02.02 16:35:31 -
[23] - Quote
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.
Know a Frozen fan? Check this out
Frozen fanfiction
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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 -
[24] - 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 -
[25] - 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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l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.02 16:51:47 -
[26] - Quote
CCP Snorlax wrote: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. Ah yes, that works.
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Hendrick Tallardar
Habitual Euthanasia Pandemic Legion
478
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Posted - 2015.02.02 17:11:03 -
[27] - Quote
God dammit.....there goes my productivity this week.
EVE Online Weekly & Monthly Nullsec Recaps | EVE Streams
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l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.02 17:49:54 -
[28] - Quote
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?
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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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 -
[29] - 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 -
[30] - 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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Hendrick Tallardar
Habitual Euthanasia Pandemic Legion
478
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Posted - 2015.02.02 19:00:08 -
[31] - Quote
CCP Snorlax wrote:Hendrick Tallardar wrote:God dammit.....there goes my productivity this week. Sorry, we can not be held responsible for that
I know. Though I am solely responsible for CCP Darwin not getting any work done for the past 20 mins while I pester him on Slack with questions.
This is a great starting point for some video creation tools I've been talking to CCP Manifest about. A more formalized process (a la SourceFilmmaker etc.) would be amazing but the ROI isn't something CCP would exactly see right away I think.
A series of useful posts that are stickied would be wonderful in the meantime though. Namely a table with the different ships and modules we can change in the YAML file.
EVE Online Weekly & Monthly Nullsec Recaps | EVE Streams
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Archeras Umangiar
CRY.NET Nihilists Social Club
23
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Posted - 2015.02.02 19:23:38 -
[32] - Quote
little feedback here, i didnt play much around with it yet. but here are my tought.
most of you know probably the rooks and kings video, these proper battlereports (or even l0rd carlos fight reports) where the camera sometimes just looks into the deep space cause the guy flying is focused on the fight... you turn you camera so you actualy see what you are doing, but it doesn show... well the beauty of eve so maybe a battle recorder (crest api? save it for 24hours maybe? only via api key to the person's on grid that where fighting?)
aswell for custom scenes... a tool to create these scenes, it doesn have to be complicated i guess, but just be able to place ships on "space" planets etc, and make them move, explode etc
-Arch |
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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 -
[33] - 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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Silent Silhouette
Noir. Academy Mercenary Coalition
13
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Posted - 2015.02.02 19:28:42 -
[34] - Quote
Any chance of a video tutorial either from the community or CCP? |
l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.02 19:35:41 -
[35] - Quote
neat. ty.
Machariel: 'angb1_t1:minmatarbase:minmatar'
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Archeras Umangiar
CRY.NET Nihilists Social Club
23
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Posted - 2015.02.02 19:38:20 -
[36] - Quote
im kinda confused... where are the scenes saved? i only found a txt files with description and the assorted picture... |
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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 -
[37] - 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 -
[38] - 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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Archeras Umangiar
CRY.NET Nihilists Social Club
23
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Posted - 2015.02.02 19:46:34 -
[39] - Quote
CCP Darwin wrote: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.
ah that makes more sence, i saw that with the res/sequences folder... but that folder didnt exist so i was wondering if i was doing something wrong |
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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 -
[40] - 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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l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.02 19:59:43 -
[41] - Quote
- [actor, CB1_T1, 'angb1_t1:minmatarbase:angel'] - [actor, CB1_T1_2, 'angb1_t1:minmatarbase:minmatar']
Those look the same. https://i.imgur.com/XqQu3Ca.png
But yes, there is angelbase which is lighter: https://i.imgur.com/Ms0ErSA.png
- [actor, CB1_T1, 'angb1_t1:angelbase:angel'] - [actor, CB1_T1_2, 'angb1_t1:minmatarbase:minmatar']
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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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 -
[42] - 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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Rain6637
GoonWaffe Goonswarm Federation
33219
|
Posted - 2015.02.02 20:37:47 -
[43] - Quote
MACHINIMAAAA
Help, I can't download EVE
President of the Commissar Kate Fanclub
PLEX: A Giffen good? (It's 1B?)
|
horrorgun
Dutch East Querious Company Phoebe Freeport Republic
18
|
Posted - 2015.02.02 20:42:43 -
[44] - Quote
CCP Snorlax wrote: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?
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. |
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
Posted - 2015.02.02 20:56:51 -
[45] - Quote
Well, when I try the example yaml scene, the "preparing renderer" stos at 4% and the command window that pops up says this:
Quote:Starting up Trinity through _trinity_dx11_deploy ... No handlers could be found for logger "fsdSchemas.loaders.dictloader" An exception has occurred. It has been logged in the log server as exception #1 |
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.02 21:04:55 -
[46] - 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
|
Posted - 2015.02.02 21:06:09 -
[47] - 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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Sarmatiko
1699
|
Posted - 2015.02.02 21:15:58 -
[48] - 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: Quote:Starting up Trinity through _trinity_dx11_deploy ... No handlers could be found for logger "fsdSchemas.loaders.dictloader" An exception has occurred. It has been logged in the log server as exception #1 Try running logserver before starting your scene - you can fix your errors in script easily with log.
Also IMPORTANT: always check your text in scenes. Make sure you don't have additional spaces in lines. |
horrorgun
Dutch East Querious Company Phoebe Freeport Republic
18
|
Posted - 2015.02.02 21:16:10 -
[49] - Quote
Awesome thank you for the reply.
In the future will there be any changes to EVE Probe to expand upon videomaking? Like make it more like Source Film Maker or something along those lines? |
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
Posted - 2015.02.02 21:16:53 -
[50] - Quote
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 |
|
Sarmatiko
1699
|
Posted - 2015.02.02 21:19:08 -
[51] - Quote
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. |
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.02 21:26:17 -
[52] - 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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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
Posted - 2015.02.02 21:29:04 -
[53] - Quote
CCP Darwin wrote: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.
Thanks, that worked a whole lot better. I just saw there was a res folder in the launcher directory and assumed it went there.
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l0rd carlos
Brotherhood of Purity
1264
|
Posted - 2015.02.02 21:30:13 -
[54] - Quote
Did someone get dae-to-red to work?
The installer had some trouble, it wantd python packages version that are not even in debian experimental: I changed numpy==1.9.1 to numpy==1.9.0rc1
and python-dateutil==1.5 to python-dateutil==2.0
Now I can run it, but get errors:
$ dae_to_red Blender/example.dae example2.red Traceback (most recent call last): File "/usr/local/bin/dae_to_red", line 9, in module load_entry_point('dae-to-red==0.0.0', 'console_scripts', 'dae_to_red')() File "/usr/local/lib/python3.4/dist-packages/dae_to_red-0.0.0-py3.4.egg/dae_to_red/main.py", line 344, in main File "/usr/local/lib/python3.4/dist-packages/dae_to_red-0.0.0-py3.4.egg/dae_to_red/main.py", line 314, in convert_file 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.
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.02 21:45:22 -
[55] - 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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l0rd carlos
Brotherhood of Purity
1264
|
Posted - 2015.02.02 21:59:46 -
[56] - Quote
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
:)))))
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
Posted - 2015.02.02 22:00:22 -
[57] - Quote
Starting to get the hang of it.
http://i.imgur.com/CkYpWaG.png
EDIT: No flashy lights on Police Nestor |
Jon Dekker
Dekker Corporation
50
|
Posted - 2015.02.02 22:19:57 -
[58] - Quote
Yep, it would be pretty cool to get an in-game flight recorder to import into this thing.
It would be fun to be able to place objects like you can in Halo Forge. Since this isn't for gameplay, then it should be a little more giving.
The ability to manually control a camera and the scene, modifying the camera path or slowing the scene down or speeding it up. Then to go back to the beginning of the scene and play it through, and record which cameras are the primary camera. Then after everything is set up, you can export the final video in different formats (including the audio as a separate track).
Yes, I'm probably asking for alot here :P |
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.02 22:50:53 -
[59] - 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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ShadowandLight
Trigger Happy Capsuleers Soviet-Union
377
|
Posted - 2015.02.02 23:32:25 -
[60] - Quote
CCP Darwin wrote: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:
Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?
Legacy - An EVE Online Blog
Legacy of a Capsuleer Podcast
EVEServers.info - One stop API Solution for Corps/Alliances
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.02 23:46:28 -
[61] - 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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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
Posted - 2015.02.02 23:52:11 -
[62] - Quote
ShadowandLight wrote:CCP Darwin wrote: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: Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?
If the FPS tanks on that scene, try turning off AA, that helped for me. It's probably all those lasers. |
Salpun
Global Telstar Federation Offices Unicorn Nation
835
|
Posted - 2015.02.02 23:52:28 -
[63] - Quote
ShadowandLight wrote:CCP Darwin wrote: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: Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request? Sure start a new on in the EVE Probe forum it needed a request thread any way. Maybe it will get sticked.
There was talk about showing only the outer edges of all bubbles deployed but not sure if that would help your issue.
I think that level selection LOW Mediam or HIGH graphics engine would also help work thru some of the more obscure graphics issues. Will add that to your thread once you start it.
Edit: the Main man himself is still up and beat me to it.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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ShadowandLight
Trigger Happy Capsuleers Soviet-Union
377
|
Posted - 2015.02.02 23:53:05 -
[64] - Quote
CCP Darwin wrote: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?
I must have an older version, I just ran it last week but I didn't see a POS shield version just multiple POS sticks anchoring.
Is there a new scene with an Online Shielded POS with a decent amount of modules
Legacy - An EVE Online Blog
Legacy of a Capsuleer Podcast
EVEServers.info - One stop API Solution for Corps/Alliances
|
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.02 23:57:13 -
[65] - 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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Jon Dekker
Dekker Corporation
50
|
Posted - 2015.02.03 00:05:08 -
[66] - Quote
CCP Darwin wrote: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.
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.
I'm talking about a playback recorder similar to how Halo Forge worked, where the entire scene was recorded as objects and positions of objects and their various properties, not as video footage. You could then playback the scene and fly your camera around, panning or zooming, or slowing down the footage, or getting better camera angles, or even stop the scene entirely, and the camera can still be moved around the scene. My thought is, what if you can do this but your camera positions are also recorded? Then you can sequence the final scene, switching manually between the different cameras.
This would allow for Ti-Di battles to be recorded and published in ways that are just a bit more cinematic than someone's FRAPS video.
Halo Forge Example |
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.03 00:18:34 -
[67] - 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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Ariete
Future Corps Sleeper Social Club
53
|
Posted - 2015.02.03 00:28:02 -
[68] - Quote
Jon Dekker wrote:CCP Darwin wrote: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. 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. I'm talking about a playback recorder similar to how Halo Forge worked, where the entire scene was recorded as objects and positions of objects and their various properties, not as video footage. You could then playback the scene and fly your camera around, panning or zooming, or slowing down the footage, or getting better camera angles, or even stop the scene entirely, and the camera can still be moved around the scene. My thought is, what if you can do this but your camera positions are also recorded? Then you can sequence the final scene, switching manually between the different cameras. This would allow for Ti-Di battles to be recorded and published in ways that are just a bit more cinematic than someone's FRAPS video. Halo Forge Example
(Disclaimer, i'm not a programmer or 3d Designer)
There is a CREST api that allows you to track positions of ships etc, CCP have used it for the last AT and NEO. The output from the api maybe able to be used to generate the info for Eve Probe to render.
So CSM IX ????
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Rollo Brinalle
Center for Advanced Studies Gallente Federation
28
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Posted - 2015.02.03 00:46:14 -
[69] - Quote
All very cool stuff going on here! A few things though as this thing explodes. It would be really nice to have a wiki or some place we can go to and get the latest changes without having to comb soon to be dozens of pages in the forums. We are going to want more information for example setting ships with specific weapon systems and how do we place stations, starbases, and all the other backgrounds information in a scene. A repository that can be quickly updated will be required especially in the beginning.
I am already wanting more that's for sure and it's going to be great to create some good ads in the future for the communities I'm involved with.
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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.03 01:50:03 -
[70] - 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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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5823
|
Posted - 2015.02.03 02:47:26 -
[71] - Quote
http://www.fuzzwork.co.uk/dump/latest/graphicIDs.yaml.bz2 may well be of use to people, looking for which ship is which.
It's one of the official files from the SDE. Right now, I'm not loading any of the SOF data into the conversion, but that may change if people need it.
Right now, I suspect you don't, as it's nice and readable in its current form (just use 7zip to unzip it, then open it in a decent text editor, like notepad++)
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Kyoko Sakoda
Pyre Falcon Defence and Security Multicultural F1 Brigade
275
|
Posted - 2015.02.03 08:27:31 -
[72] - Quote
Just want to say thanks for supporting this. With PBR the old methods of using TriExporter to extract texture data were getting very dated.
I'd like to see support for animation paths from Cinema 4D at some point as well. I believe they might be XML files but I'd have to check. Maybe a genius player can work on support for that. |
Discomanco
We pooped on your lawn Resonance.
143
|
Posted - 2015.02.03 09:49:01 -
[73] - Quote
Was just about to get fired up, but now I'm a sad panda :( http://gyazo.com/7d02e0b7b37597aa3d8311eceffa77ed
(yes, I'm running a 32bit system) |
l0rd carlos
Brotherhood of Purity
1264
|
Posted - 2015.02.03 10:02:50 -
[74] - Quote
Can you maybe run the cmd as a 32bit application or someting?
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Discomanco
We pooped on your lawn Resonance.
143
|
Posted - 2015.02.03 10:07:22 -
[75] - Quote
l0rd carlos wrote:Can you maybe run the cmd as a 32bit application or someting? How can I not run it as a 32bit app? ._. My OS only supports 32bit |
l0rd carlos
Brotherhood of Purity
1264
|
Posted - 2015.02.03 10:19:28 -
[76] - Quote
Discomanco wrote:l0rd carlos wrote:Can you maybe run the cmd as a 32bit application or someting? How can I not run it as a 32bit app? ._. My OS only supports 32bit Sorry, brain fart. My bad. I thought about the other way around.
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
|
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.03 10:29:40 -
[77] - 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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Lair Osen
107
|
Posted - 2015.02.03 10:55:01 -
[78] - Quote
Hey Darwin, you know the dna for Mordus Ships? Can't see them anywhere usingTriExporter :(
E: found them in the caldari folders |
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.03 11:03:56 -
[79] - 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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Discomanco
We pooped on your lawn Resonance.
143
|
Posted - 2015.02.03 11:36:35 -
[80] - Quote
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 |
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.03 11:45:20 -
[81] - 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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Discomanco
We pooped on your lawn Resonance.
143
|
Posted - 2015.02.03 11:49:14 -
[82] - Quote
CCP Darwin wrote: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. Nope no good :( The directory is \probe and the script is directly C/Pd still getting the error that it's not a valid Win32 application http://gyazo.com/cf043332d0bf99a016a0ce6edb90f74d |
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CCP Darwin
C C P C C P Alliance
1871
|
Posted - 2015.02.03 12:12:49 -
[83] - 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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Lair Osen
107
|
Posted - 2015.02.03 12:40:34 -
[84] - Quote
Yeah my exefile seemed to get corrupted somehow and ended up as a 0kb file that returned the not valid win32 error. Running the probe launcher again fixed it. |
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.03 13:32:03 -
[85] - Quote
Still can't figure out how to control which turrets to be fitted, if that's even possible atm. Can do "fit_random_launchers", but that will only add capital launchers regardless of ship size.
Can siege modes be activated? |
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CCP Snorlax
C C P C C P Alliance
827
|
Posted - 2015.02.03 13:32:17 -
[86] - 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
|
Posted - 2015.02.03 13:42:37 -
[87] - 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
|
Posted - 2015.02.03 13:49:38 -
[88] - 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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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
Posted - 2015.02.03 15:52:51 -
[89] - Quote
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? |
Midori Tsu
Evolution Northern Coalition.
144
|
Posted - 2015.02.03 16:28:58 -
[90] - Quote
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? |
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CCP Snorlax
C C P C C P Alliance
827
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Fredlah
SUNDERING Goonswarm Federation
19
|
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
|
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
|
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
|
Fredlah
SUNDERING Goonswarm Federation
19
|
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
|
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
|
Fredlah
SUNDERING Goonswarm Federation
19
|
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 |
|
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 06:33:46 -
[121] - 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
|
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 06:39:43 -
[122] - Quote
Valeo Galaem wrote: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.
From what I am reading maya defaults to Euler rotation, but not sure where to find the setting to verify that |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 06:44:28 -
[123] - Quote
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 |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 07:03:51 -
[124] - 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
|
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 07:08:21 -
[125] - Quote
Valeo Galaem wrote: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.
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 |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 07:19:32 -
[126] - Quote
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".
options I am referring to: http://i.imgur.com/s27NfyQ.png |
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 07:24:52 -
[127] - 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
|
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 10:39:20 -
[128] - Quote
Have installed Maya 2013 plus the dedicated collada plugin, rebuilt the scene and still getting the same issue. Ugh. Don't want to have to download blender just to use it to convert my .dae files but I might just have to |
|
CCP Rave
C C P C C P Alliance
8
|
Posted - 2015.02.10 10:43:36 -
[129] - 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. |
|
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 10:54:54 -
[130] - Quote
CCP Rave wrote: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.
I downloaded the x64 version of 1.4.1 from https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools
(http://collada.org/public_files/OpenCOLLADA/COLLADAMaya_x64_1.4.1.msi)
I just re-installed it and now it's working... weird. Hopefully this sticks, as ill be linking a kickass video in here later if it works ;) |
|
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 12:10:42 -
[131] - Quote
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 :( |
|
CCP Rave
C C P C C P Alliance
8
|
Posted - 2015.02.10 12:50:29 -
[132] - 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...) |
|
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 12:52:06 -
[133] - Quote
Played around with settings and now have a working file after conversion which is good.
Got the red file into probe, made a scene, got it all launching and running, for one small problem.
The titan, in maya, follows a slow curve orbit. In probe, it flickers all over the place weirdly and does not follow a straight line.
red file: https://www.dropbox.com/s/y3jlqdvbqcsmg3l/ragnarok.red?dl=0
scene file: http://pastebin.com/raw.php?i=mbiWpGmp
link to the titan in maya exported as fbx (if you can't see the titan make sure your far clipping plane is sufficiently high, titans are big yo) : https://www.dropbox.com/s/667nuxgxrk7nrus/titan.fbx?dl=0
If its easier making a youtube video of what's going on I can do that |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 13:05:38 -
[134] - Quote
CCP Rave wrote: 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...)
I ended up working out that I had the 'Sample' flag enabled in export, which caused that issue. |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.10 13:38:07 -
[135] - Quote
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] |
|
CCP Rave
C C P C C P Alliance
8
|
Posted - 2015.02.10 16:38:46 -
[136] - 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. |
|
Joshua Foiritain
Coreli Corporation Mercenary Coalition
1485
|
Posted - 2015.02.10 16:39:43 -
[137] - Quote
CCP Rave wrote: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
Yay that works. Can get some more info the options of; _handle_trinity_setting(setting, value)
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.
The Coreli Corporation is recruiting.
|
|
CCP Rave
C C P C C P Alliance
8
|
Posted - 2015.02.10 16:45:54 -
[138] - 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.
|
|
Joshua Foiritain
Coreli Corporation Mercenary Coalition
1485
|
Posted - 2015.02.10 16:52:49 -
[139] - Quote
CCP Rave wrote: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.
I would be many happies
The Coreli Corporation is recruiting.
|
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.10 19:02:08 -
[140] - 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
|
|
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.11 02:48:03 -
[141] - Quote
Joshua Foiritain wrote:CCP Rave wrote: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. I would be many happies
Alternately it would be cool if probe could output scenes in it's render layers with alpha channels, so if you want to put the ships on a different background you're destroying ship edges with a key :P
also, having a z-buffer output would make me a very happy man. because then I can accurately calculate depth of field in nuke :D
I understand that you guys might be averse to breaking apart renders into diffuse/spec/reflection/emissive/nebula/effects/ambient occlusion/zdepth etc as the point of probe is primarily for QA |
kelvin oriley
Un4seen Development Sev3rance
6
|
Posted - 2015.02.11 03:00:00 -
[142] - Quote
i was so excited when i read that they would be releasing a method of creating custom scenes i would love an easy way to create scenes for youtube but sadly my hope and joy was shattered when i saw the task it is to actually create a single scene
now i'm no idiot i use programs like after effects photoshop blender autocad on a daily basis but editing python coding to modify a visual scene seems clumsy and pointless
i will have to continue with me and my friends logging onto sisi and recorde from in game footage as this method is totally useless to me and to eve most above average users
its that bad that i haven't found a single youtube video of it in use yet not alone a simple to follow instructions
very sad |
Fredlah
SUNDERING Goonswarm Federation
19
|
Posted - 2015.02.11 03:05:17 -
[143] - Quote
kelvin oriley wrote:i was so excited when i read that they would be releasing a method of creating custom scenes i would love an easy way to create scenes for youtube but sadly my hope and joy was shattered when i saw the task it is to actually create a single scene
now i'm no idiot i use programs like after effects photoshop blender autocad on a daily basis but editing python coding to modify a visual scene seems clumsy and pointless
i will have to continue with me and my friends logging onto sisi and recorde from in game footage as this method is totally useless to me and to eve most above average users
its that bad that i haven't found a single youtube video of it in use yet not alone a simple to follow instructions
very sad
There is no python coding required, just very basic YAML to set up the scene, which has been documented in probe. And there is no videos out from it yet because it only was released 2 days ago, and is effectively a bleeding edge internal tool, it's not feature complete yet. CCP are just testing the water to see what people can do with it, or even if people want to use it.
If you open up C:\ProgramData\CCP\EVE\SharedCache\probe\docs you will find 4 html pages with very simple to follow instructions :)
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.
My scene relies on the custom camera move so I'll have to wait till its supported in the red files :)
...unless you're happy for me to send you an export of the camera to turn into a gr2 ;) |
|
CCP Rave
C C P C C P Alliance
8
|
Posted - 2015.02.11 11:24:59 -
[144] - 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. |
|
Valeo Galaem
Deep Core Mining Inc. Caldari State
96
|
Posted - 2015.02.11 19:22:25 -
[145] - 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
|
Witchway
Hard Knocks Inc. Hard Knocks Citizens
175
|
Posted - 2015.02.13 01:56:44 -
[146] - Quote
unfortunately for someone who can't code worth a bit and works almost entirely visually, this program is not good at all. I have been trying to extract textures and models using tri-exporter as well and even that has gotten ridiculously complicated with all the new maps - all just very inefficient.
Official Shit Talking Captain, Bastard of Hard Knocks Inc.
|
AlleyKat
The Unwanted.
870
|
Posted - 2015.02.13 12:43:10 -
[147] - Quote
kelvin oriley wrote:i was so excited when i read that they would be releasing a method of creating custom scenes i would love an easy way to create scenes for youtube but sadly my hope and joy was shattered when i saw the task it is to actually create a single scene
now I'm no idiot I use programs like after effects photoshop blender autocad on a daily basis but editing python coding to modify a visual scene seems clumsy and pointless
I will have to continue with me and my friends logging onto sisi and record from in game footage as this method is totally useless to me and to eve most above average users
its that bad that I haven't found a single youtube video of it in use yet not alone a simple to follow instructions
very sad This is the way they have been creating trailers inside CCP for nearly a decade.
It may answer the question for you why they do not create a lot of videos using this method and partially why it takes a team to create them. It certainly answers the question as to why a lot of the trailers originally had lots of ships moving in a straight line.
I said this in the speakers corner thread; we are a very long way away from having a drag 'n' drop NLE system for cinematic/machinima purposes by the playerbase.
A side note, Ian Chisholm spent a week at CCP learning this - and I can only speculate the first thing he learnt was creating a one camera scene of one object not moving, probably followed by a brofist or high-five.
Like chess, this will take time to learn and years to master - waiting for a better solution/workflow is unrealistic because, frankly, if there was a better way, CCP would have deployed it internally 10 years ago and saved themselves 5 employees @ $X cost per year.
AK
PS: the DUST trailers were worse than this, they had to use UE3 and composite the footage with the EVE/Jessica renders. Now, that was a nightmare of monumental proportions. I cannot give that team enough kudos for what they create.
This space for rent.
|
l0rd carlos
Brotherhood of Purity
1264
|
Posted - 2015.02.13 12:56:58 -
[148] - Quote
CCP Rave wrote: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. Please .. PLEASE! That would make me soooo happy.
All I want is a rotating ship on a green background :)
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
|
Norrin Zelkarr
WiNGSPAN Delivery Services The WINGSPAN Logo Alliance
17
|
Posted - 2015.02.17 22:32:34 -
[149] - Quote
Ok, ship types, I get. What about planets? Is there a scheme to them as well?
Edit: Also, I can't seem to get the frames to capture using this command:
Quote:This will run your scenes in the probe. In order to capture the frames so that we can create our movie we need to add the /capturefolder argument. The following example would save its frames to c:\movie\scene_1\frames:
.\bin\exefile.exe /lib=code.ccp /scenes=scene_1.yaml /capturefolder=c:\movie\scene_1\frames |
Joshua Foiritain
Coreli Corporation Mercenary Coalition
1485
|
Posted - 2015.02.19 14:59:35 -
[150] - Quote
Norrin Zelkarr wrote:Ok, ship types, I get. What about planets? Is there a scheme to them as well? Edit: Also, I can't seem to get the frames to capture using this command: Quote:This will run your scenes in the probe. In order to capture the frames so that we can create our movie we need to add the /capturefolder argument. The following example would save its frames to c:\movie\scene_1\frames:
.\bin\exefile.exe /lib=code.ccp /scenes=scene_1.yaml /capturefolder=c:\movie\scene_1\frames
You have to use capture_folder instead of capturefolder then itll work.
Planets are also possible, iirc theres a demo scene with a planet and a jovian station in the files where you can copy&paste the code. It should also be explained in the doc files. Dont have access to my home computer atm so i cant copy&paste the code
The Coreli Corporation is recruiting.
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TheSmokingHertog
TALIBAN EXPRESS
366
|
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
|
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
|
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
|
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
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
|
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
|
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
|
Posted - 2015.02.27 12:59:50 -
[156] - Quote
Uploaded: http://www.pasteall.org/blend/34705 |
roigon
Brotherhood of Purity
108
|
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
|
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
|
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
|
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
|
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
|
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
|
roigon
Brotherhood of Purity
108
|
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.
|
Tzeentchful Nakrar
Dixon Cox Butte Preservation Society Psychotic Tendencies.
1
|
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
|
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
|
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
|
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
|
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
|
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
|
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-¦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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Illectroculus Defined
GoonWaffe Goonswarm Federation
187
|
Posted - 2015.08.13 19:34:17 -
[171] - Quote
CCP Snorlax wrote: 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.
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
|
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-¦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.
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
|
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
|
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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