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Visual Pinball
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Primitives : Imported animations are exhibiting 'glitches', although importing a single wavefront object appears to be fine. #1736

Open MikedaSpike opened 4 months ago

MikedaSpike commented 4 months ago

Describe the bug Creating an animation in Blender (4.1) and exporting it as a Wavefront object can sometimes result in glitches when imported into VPX 10.8. However, creating 31 primitives and importing the OBJ files to display them all together does not produce a glitch.

To Reproduce Steps to reproduce the behavior: 1.Insert Primitve

  1. Click on "Import Mesh"
  2. click browse.
  3. select Primitive with 001
  4. make sure "Import animation sequence"is selected
  5. run animation via endles

If the bug appears when playing a specific table, give a link to a place where the exact version of the table file can be downloaded. No, this is the test table. And we have it with a lot of animations already

Expected behavior Importing all the OBJ files correctly without any glitch when importing them as animation

Screenshots Creating an animation in blender (4.1) bauer export is as wave front object image And import it into VPX 10.8 image image could results (not always, but most of the times) into this bauer2 When creating 31 primitives and import the OBJ files (and shows them all together) There isn't a 'glitch' image

Crash dump NA

Versions & Settings

Additional context Added zip with all 31 wavefront obj files : Jack.zip VPX with imported animation : jackVPX.zip VPX with all 31 primitives : jack_allPrimit.zip

toxieainc commented 4 months ago

VPX at the moment cannot handle changing topology in the animation (e.g. different number of vertices or triangles, or different ordering). Maybe that's the problem here?

MikedaSpike commented 4 months ago

@toxieainc, I have verified the count of all vertices (6650) and triangles (11328) for each frame, and they are consistent. Could you clarify what you mean by different ordering? Are you referring to the sequence of the frame numbers?