alexeyd / blender2cal3d

A project to port blender cal3d exporter to blender 2.58
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Binary export / Animation glitches #2

Closed matthiasferch closed 12 years ago

matthiasferch commented 13 years ago

Hey Alexey,

I'm sorry for the long delay.. I've been busy with university projects and life in general. I just tested the latest version of the exporter and it seems to work quite well already, good work! I noticed a few glitches with some models but overall animation is very stable. Now that you've finished material and animation export all I see that's left to do is export to binary format. I need binary files for my engine, so I'd give it a try if you haven't yet started working on that.

Matthias

matthiasferch commented 13 years ago

I've run into an issue with polygon export: All polygons (quads in the model i tested) seem to be exported twice:

<FACE VERTEXID="0 1 2"/>
<FACE VERTEXID="0 2 3"/>
<FACE VERTEXID="0 1 2"/>
<FACE VERTEXID="0 2 3"/>
<FACE VERTEXID="4 7 6"/>
<FACE VERTEXID="4 6 5"/>
<FACE VERTEXID="4 7 6"/>
<FACE VERTEXID="4 6 5"/>

etc.

The same happens when I convert the quads to triangles before exporting:

<FACE VERTEXID="117 116 119"/>
<FACE VERTEXID="117 116 119"/>
<FACE VERTEXID="117 119 118"/>
<FACE VERTEXID="117 119 118"/>
<FACE VERTEXID="115 112 113"/>
<FACE VERTEXID="115 112 113"/>
alexeyd commented 13 years ago

Hey, Matthias!

I'm currently traveling, so I can't look into the issue, but as soon as I come back, I'll see what's happening. Good finding!

palkape commented 13 years ago

Hi Mattias,

You can also try converting cal3d xml representation to binary representation using the cal3d convertor bundled with cal3d source.

Find it here: http://download.gna.org/cal3d/sources/

alexeyd commented 13 years ago

Hey Guys,

I fixed faces export: it really did export every face twice. Thanks for the finding Matthias!

As for binary format, I haven't planned to do it, because as Palkape said there's a xml to binary converter supplied with the cal3d library. But of course if you do it, it should be quite convinient as it won't be needed to compile the converter.

matthiasferch commented 13 years ago

well, it was more for the sake of completeness, I'm writing my own (ascii) format atm. I just upgraded to Blender 2.58 and tested your latest changes, works great.

I'm still seeing glitches on some animations, though. Test the following model,for example: http://opengameart.org/content/base-human-models-low-poly-for-blender-25x

The walk and run animations look fine, but in the idle animation the right arm is stretched.. seen similar behavior with other models. Some rotations seem to be messed up.

alexeyd commented 13 years ago

Weights for human's arms seem to be exported incorrectly. I will look into the issue. Thanks for the example.

alexeyd commented 13 years ago

Hm... I can't find what's actually wrong here. Human arms behave wierdly, but I can't figure why. Do you have any other examples of animation glithces? Maybe with more data it would be easier to pinpoint the problem.

matthiasferch commented 13 years ago

maybe this small model can help you in locating the problem: http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=2&lid=178

the guy's arm is stretched over two axis when he's scratching his head. in blender, the arm's rotation is around a single axis only. maybe it's a bug in quaternion rotation/inversion?

alexeyd commented 13 years ago

Found one incorrect rotation. Box guy looks ok now, human model looks better, but there're still some issues.

matthiasferch commented 13 years ago

Great! :D

matthiasferch commented 13 years ago

hey alexey, did you have any luck finding the remaining rotation bugs?

alexeyd commented 13 years ago

Nope, I'm a bit busy with my day developer job currently (=

Once I finish there I'll return to the script

alexeyd commented 13 years ago

Hey Matthias!

It seems that I fixed it. Both human and box guy look ok now. Could you please try the last commit on the models where you found the bug originally?