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fbx animation import: low accuracy
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andrake Offline
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Post: #1
fbx animation import: low accuracy
Greetings!
i try to import my turtle animation ...but it show me some bad moving. please see atached pictures


Attached File(s) Image(s)
   
(This post was last modified: 10-24-2013 09:37 PM by andrake.)
09-24-2013 10:49 AM
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Esenthel Offline
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Post: #2
RE: fbx animation import: low accuracy
Hi!

Currently max bone influences is limited to 2 I'm guessing that's what's causing the issue. Perhaps you can just remove the green triangles underneath the shell?

I like the 3d model btw!
09-24-2013 11:00 AM
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compulsive compiler Offline
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Post: #3
RE: fbx animation import: low accuracy
The shell is a seperate mesh object ?
Check the shell mesh`s vertex weights for skinning
and also another tip you might want to remove the
body that the shell conceals if you really dont need it .. I usualy split my meshes like torso head
legs and hair so i could also just hide some meshes
which have clothing very close to the surface of another mesh
(This post was last modified: 09-24-2013 11:06 AM by compulsive compiler.)
09-24-2013 11:03 AM
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andrake Offline
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Post: #4
RE: fbx animation import: low accuracy
yes there is more than 3 bones. it would be good to fix this restrictions for this good engine. i like rendering. but this issue is so sad

>>The shell is a seperate mesh object ?
yes
>>Check the shell mesh`s vertex weights for skinning
in other engine(Gamestart3d) animation is ok
>>and also another tip
and what about right side picture?

Thank You smile
(This post was last modified: 09-24-2013 11:48 AM by andrake.)
09-24-2013 11:09 AM
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compulsive compiler Offline
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Post: #5
RE: fbx animation import: low accuracy
I see this . But a simple problem to solve
like i said the same thing esenthel said ..
Remove the body part concealed by the shell
if you dont need it but if you do like plan on
removing the shell during game i recommend
you split the body part the shell conceals so you
can just hide unhide it if you need to ...
Its your choice ..
09-24-2013 11:48 AM
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Esenthel Offline
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Post: #6
RE: fbx animation import: low accuracy
Hi,

The next engine version will use up to 3 bone influences per vertex (an increase from current 2)
10-10-2013 11:13 AM
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andrake Offline
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Post: #7
RE: fbx animation import: low accuracy
Thank You!
10-10-2013 06:37 PM
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gdalex Offline
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Post: #8
RE: fbx animation import: low accuracy
That's a good thing smile

I'm curious. What's wrong with a 4-bone influence (as in Ogre engine, if I'm right), additionnal computations which could be saved ? Is it really perceptible as overload ?
10-10-2013 11:37 PM
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Esenthel Offline
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Post: #9
RE: fbx animation import: low accuracy
For most cases 2 influences were enough, while 4 I think is overkill.
Each influence is extra 2 vector*matrix transformations per vertex.

I'm thinking of sticking with 2 influences for mobile devices.
10-11-2013 03:15 AM
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andrake Offline
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Post: #10
RE: fbx animation import: low accuracy
is it possible to make swither(2 or 3) in engine settings or as flag in api.
thats really good fps on android devices for current settings for my animatins.
as i remember(on other engines) animation can slow down application wery well on mobile devices.
(This post was last modified: 10-11-2013 07:31 AM by andrake.)
10-11-2013 07:00 AM
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gdalex Offline
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Post: #11
RE: fbx animation import: low accuracy
(10-11-2013 03:15 AM)Esenthel Wrote:  For most cases 2 influences were enough, while 4 I think is overkill.
Each influence is extra 2 vector*matrix transformations per vertex.

I'm thinking of sticking with 2 influences for mobile devices.

Okay smile
Sounds good
10-11-2013 10:53 AM
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Esenthel Offline
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Post: #12
RE: fbx animation import: low accuracy
(10-11-2013 07:00 AM)andrake Wrote:  is it possible to make swither(2 or 3) in engine settings or as flag in api.
Sorry, that would make almost 2x more shaders (engine.pak being 2x bigger)
10-11-2013 11:24 AM
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andrake Offline
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Post: #13
RE: fbx animation import: low accuracy
this is a good reason not to do so
10-11-2013 04:48 PM
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andrake Offline
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Post: #14
RE: fbx animation import: low accuracy
now i check new feature..and this works not as exepected, somethink happens with fbx importer or animation shader. it looks bad


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(This post was last modified: 10-24-2013 05:10 PM by andrake.)
10-24-2013 02:52 PM
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Pixel Perfect Offline
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Post: #15
RE: fbx animation import: low accuracy
Looks like you have vertices that have lost their weighting (are unattached to bones)
10-24-2013 05:31 PM
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