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[SOLVED] Precision in skinned object


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Posted

I have 2 skinned objects, one is the skin, ine is the eye.

Both are animated, just a simple headturn for now.

The vertex-positions are moving during animation.

In Maya, the position is stable.

I know, that the model is big (approximately 20 m), because I modeled in cm in Maya.

So I think, it might be the scaling? 

unfortunately I am not able to figure out a scaling, which works.

Are there any ideas about precision and skinned mesh, animations?

 

Thanks.

Werner

 

frame0.JPG

frame1.JPG

Posted

Hmmm. I have investigated further.

I have managed to scale the model and animations, but there is no difference in the result.

But I found out, that there is a difference in the Editor and in the Resource viewer.

As well in the screenshot, that in the Editor you can see, that the axis are off- In the resource viewer, the axis seem to match and there is no offset in the mesh itself.

 

 

frameb0.JPG

frameb1.JPG

frameb2.JPG

Posted

Hi Werner,

Could you please send us a test FBX and a screenshot of importer settings that was used? I'm also not sure that I've understand what's wrong with the model - can you please elaborate on this?

Thanks!

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Posted (edited)

Right.

Maybe I explained it to complicated.

Basically there are 3 skinned meshes, all using the same skeleton and the same animation in Maya.

1 skinned mesh for the bird, 1 for left eye, 1 for right eye. 

When I export them using one fbx file, and i play the animation which comes with the skinned meshes, I get an offset in Rotation, as you see in the screenshots.(axis differences)

But it seems to be an offset in the bones (skeleton) itself rather than in the mesh (as I supected first).

 

The screenshot from the resource editor seems to work, but I suspect, that there is just a single mesh and different surface, rather than 3 objects.

 

 

thx.

Werner

 

Edited by werner.poetzelberger
Posted

Nope. joint reorientation doesnt change anything.

I made a simple testobject.

With the same results.

test2.thumb.JPG.2351359bbb0e89c9bbd9aa40577b55e2.JPGtest_m.thumb.JPG.f5ffe03ca99a6ffebf6ab31fa38951ba.JPGtest.JPG.dec0aaf001c6b656d9a9c58f23ca0301.JPG

Posted

Yep, it seems there is some issue with 2.7.3.x importer. Here is the difference between 2.7.2 / 2.7.3:

image.png

Could you please verify that in 2.7.2.1 everything is working as expected?

Thanks!

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Posted

Hello Silent,

I can confirm the behavior with SDK 2.7.2.2 where it seems to be correct.

SDK 2.7.3.0 shows this effect.

 

2722_0.JPG

2722_1.JPG

2730_0.JPG

2730_1.JPG

Posted

I've filed a bug to our internal bug tracker about this behavior. It will be fixed in the upcoming 2.8 SDK update.

Right now there is no workaround other than using the 2.7.2.x SDK (or manually patch FBXImporter plugin in 2.7.3.x and return it's state to the 2.7.2.x).

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Posted (edited)

K. Thx. Good to know.

How can I patch the importer bacK?

Best. Werner!

Edited by werner.poetzelberger
Posted (edited)

Hello Silent,

thats correct!

Hmm. for some reason this differs to result I have tested before.

But probably i made some mistake. I replaced the whole character and it does show the correct eye. hm. This is good I guess :)))

Super, so I dont need to wait for 2.8. Hurra

What does that option do?

Edited by werner.poetzelberger
Posted

Hi Werner,

I just copy-paste from docs, if you don't mind :)

Quote

Enables changing orientation of bones for animations and animated geometry. When enabled, all bones will have the same forward axis as the geometry. This simplifies work with animations via code for programmers reducing excessive axis manipulations: if a mesh has +Y as a forward axis, the bones will have +Y as well.

 

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  • silent changed the title to [SOLVED] Precision in skinned object
  • 1 month later...
Posted

Has this been fixed in 2.8?

thx.

Werner

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