Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Program Announcements / Enhanced Animation - 1.6 released (9-Feb-09)

Author
Message
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 6th Feb 2008 15:18
I'm now the proud owner of Enhanced Animations. I've got a question though - how can I delete a single frame of animation from a model? I see a command to delete keys, but I'm not sure how to approach this. For instance, I have a model with 2300 frames of animation and 2 keys.

I'm creating a personal editor that will remove unecessary frames of animation from a model. For this particular project I want to save the resulting model in .dbo format, as Geisha House won't be using Enhanced Animations. I just have some models with lots of extra frames, the FPSC models for instance. I need only about 500 of the 2300+frames that it has.


Come see the WIP!
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 6th Feb 2008 17:44 Edited at: 6th Feb 2008 17:47
Plougot:

Quote: "I animate my models with max and I export them in .X with Kw export. I extract and load the animations with Enhanced animation, and it works perfectly, except the animation of the "root object" of the biped. With DBP normal animations, it works, but with Enhanced, when my model crouches, he floats.
I noticed that with your example, the animation of the model hadn't this problem. Maybe there's a way to export .x ?"


I typicaly use the Panda exporter for Max. Make sure you export to matrix keys instead of position/rotation/scale keys. You will get better results with EnAn.
As for your problem, did you try applying the animation to the parent limb of the one that you are currently trying to apply it to?


Quote: "My second problem is more simple : the fifth example doesn't work. I run, and I just have a black screen. I waited, and nothing happened. But maybe I just didn't wait enough"

Example 5 *could* take a LONG time to run depending on your system specs. It is doing a lot of data manipulation!


Cash:
Quote: "I'm now the proud owner of Enhanced Animations. I've got a question though - how can I delete a single frame of animation from a model? I see a command to delete keys, but I'm not sure how to approach this. For instance, I have a model with 2300 frames of animation and 2 keys.

I'm creating a personal editor that will remove unecessary frames of animation from a model. For this particular project I want to save the resulting model in .dbo format, as Geisha House won't be using Enhanced Animations. I just have some models with lots of extra frames, the FPSC models for instance. I need only about 500 of the 2300+frames that it has."


I answered your question by e-mail, but I'll post it here too in case it is helpful to anyone else:

When animation takes place, EnAn first looks to see what frame of animation the model is on. It then figures out what keys it is between. Using that info, it figures how far between the keys the animation is, then interpolates accordingly. Deleting a frame of animation (not deleting keys) shouldn't really improve performance (if that is what you are after). Deleting keys would improve performance (although you would then lose quality in the animation).
If you DID want to delete frames of animation (not keys), you could simply shift the times of the end keys. For instance, in your example you had a model with 2 keys of animation that was 2300 frames long. If you wanted to delete a "frame" of animation, you could simply modify the time value of the end key to be 2299.

All of EnAn's animation data is stored externally from models. This is done for many reasons. You can load animations and apply them to multiple models. You can also use EnAn to save your models with no animation data in them. This can greatly reduce overheads of having similar animation data loaded into each model. Because of the way all of this works, there currently isn't a way to modify animation and re-save it into a model file. Instead, any of the modifications that you do through EnAn can only be applied to the animation data that is held external to the object in the animation data file.


a.k.a WOLF!
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 6th Feb 2008 18:17
thx Ron Erickson for your answer.
I use the limb 1, so i don't think there can be a more "parent" limb.
I'll try panda, but I used to export my models with it before, and I had problems with normals... I'll check...

Thanks !
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 6th Feb 2008 19:19
Ok, I installed Panda, and my problem disapeared, but another came to replace it
I don't manage to have smooth animations, there are jerks, strange interpolations... The animation is not completly destroyed, but it is not very pleasant to watch. I tried a lot of parameters, but it doesn't change anything...
how have the model of the example been exported ? this could help...

Thx !
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 6th Feb 2008 19:37
another important information : the model works perfectly well when I use Dbp animation commands
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 7th Feb 2008 00:05
Quote: "I don't manage to have smooth animations, there are jerks, strange interpolations..."

I agree... They usually occur in loops, where at the transition between the beginning and end of the animation, some limbs twists in a weird way... Though, i rarely encounter this, but it's still not pleasant i guess...
Just a little info to add...

Your signature has been erased by a mod due to something i don't really care... I'm unwanted anyway!!!
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 7th Feb 2008 04:01
Plougot,
Make sure you export with matrix keys, not position/rotation/scale keys. That will definitely help things. Other than that, be careful what you use as the start frame and end frame of your animation when you extract it with EnAn and when you play your animation. I've seen people make some mistakes with that before that can cause some of the issues that you are having. If you are unable to get it solved, please feel free to send me the .x file and I will have a look at it myself.


a.k.a WOLF!
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 7th Feb 2008 05:38
Hmmm.... I'll try that then... I hope it will fix this issue... heheh...

Your signature has been erased by a mod due to something i don't really care... I'm unwanted anyway!!!
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 7th Feb 2008 12:01
Mike,
If your problem was occuring when the animation looped, then I would definitely look at the start frame and end frame that you are using.


a.k.a WOLF!
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 7th Feb 2008 15:08
Well, I export with matrix keys, and i'm pretty sure i do no mistakes with my key frames... I send you a mail with a test-dba, a model exported with panda, and one with Kw, so that you can see the difference.
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 8th Feb 2008 03:10
@Ron Erickson: I sent you an email... I hope you don't mind seeing some 3 dimensional pornographic stuffs... =w='
I hope you got time to fix these bugs, since you're working on a different project...

Your signature has been erased by a mod due to something i don't really care... I'm unwanted anyway!!!
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 8th Feb 2008 04:39
Mike and Plougot,

I got both of your e-mails.
First, I am starting to wonder if there is something wrong with the Panda exporter. I am probably using an older version than you both are. Although BOTH of you told me that you are exporting with "matrix" keys, the files actually have position/rotation/scale keys instead. With that said, the problem is still mine. I will see if I can better support position/rotation/scale keys. It seems like more and more exporters and converters are starting to use those types of keys instead of matrix. That is fine. I'm sure I can work out a solution. The main problem is that instead of trying to USE both in EnAn, I decided to use matrix keys and convert position/scale/rotation keys to matrix keys. That makes things MUCH nicer for reporting limb frame rotations and such. Unfortunately, it has helped cause some of these issues though.

So, I will begin to look at doing a pretty significant update to EnAn to solve some of these issues. I will definitely make this a priority, but please bear with me. It is going to take me some time to finish. It may also cause some problems with backward compatability with previously created animation files. I guess there is no other choice though.


a.k.a WOLF!
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 8th Feb 2008 06:09
Cool! Just don't sweat it much...
I got 2 months to wait anyway...
I don't know about others though...

Your signature has been erased by a mod due to something i don't really care... I'm unwanted anyway!!!
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 8th Feb 2008 11:37
I'll wait, it is not a problem, but I was thinking : Since the Kw export works perfectly, except that the animation of the first limb is missing, maybe you could find a easier solution, fixing this little bug. At least for a while. We would have our animations working, and you would have more time to deeply change your code.
Math89
20
Years of Service
User Offline
Joined: 23rd Jan 2004
Location: UK
Posted: 10th Feb 2008 20:44
Hi, I have a little question about this plug-in. Are the normals, binormals and tangents correctly updated during animation ? Because I've tried to deform a mesh using vertexdata commands and I got a problem if a shader was applied : the normals, binormals and tangents weren't updated (without shader, the lighting was good).
I'm a bit worried about this because I use normal mapping on my objects.
Thanks.
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 11th Feb 2008 15:42
Math89,
EnAn does not handle the mesh defomation. It is handled by DBpro internally. EnAn tells the DBpro the correct angle/position/scale of the limbs, then DBpro deforms the mesh. So, if what you are doing currently works with DBpro's built-in animation, then it should work with EnAn. I could send you a fully functioning demo version if you like. Just send me an e-mail.

-Ron


a.k.a WOLF!
Math89
20
Years of Service
User Offline
Joined: 23rd Jan 2004
Location: UK
Posted: 11th Feb 2008 17:30
It's not necessary, I think I can trust you . Thank you.
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 10th Mar 2008 16:07
Just to know if the problem is being solved
I say it again, but almost everything is workinh correctly with Kw exporter, It seems there's just a little shift and the animation of the first limb isn't considered. Maybe this little problem could be solved easily.
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 13th Mar 2008 17:00
Plougot,
I have made a couple attempts at fixing this with the time that I have had. I have been doing a lot of traveling with my work in the past month and my free time has been very limited. I WILL find a solution, it just may take some time. I may have to re-write the plugin to use two entirely different systems depending on if animations are matrix based or if they are position/rotation/scale based. I have a couple more ideas to try first, but right now it is looking like I may have to go this route.

-Ron


a.k.a WOLF!
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 16th Mar 2008 06:04
Good news. Actually, GREAT news!
I have the problem solved. Things seem to work nicely now with all the models that I have tried so far. I have some more testing to do to be sure but things definitely look promising so far. If everything is good, I may try to add some more speed optimizations in before release. I'll see how things go in the next couple of days!

-Ron


a.k.a WOLF!
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 16th Mar 2008 06:47
Cool!
Can't wait!

Your signature has been erased by a mod due to something i don't really care... I'm unwanted anyway!!!
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 25th Mar 2008 19:09
Hi !
Any news ?
I have got a little question, will it work with KWexporter ?
The admiral
21
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 26th Mar 2008 09:13
Hmm i seem to have problems using the dll with u6.7 any ideas?

The admiral
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 26th Mar 2008 11:18 Edited at: 26th Mar 2008 12:09
Quote: "Any news ?"


Sorry... I got caught up in development of my character creator. I didn't want to break my momentum
I have the bugfix done and also added some minor optimizations. I need to apply the changes to the GDK version, then it can be released. I'll see if I can make those changes today.

Quote: "I have got a little question, will it work with KWexporter ? "

I'm not sure. I didn't test that part of it. I was just happy to see that it fixed the jerky animations that some people were having. I'll see if I can test that today too.

Quote: "Hmm i seem to have problems using the dll with u6.7 any ideas?"

What kind of problems? I just updated to 6.7 earlier this week. I'll do some testing with EnAn to see if I can see any problems...

edit:
I did a quick test with 6.7. Things seem to be working fine for me???


a.k.a WOLF!
The admiral
21
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 26th Mar 2008 23:42
It says that it doesnt recognise the commands but i have the dll in the plugins licenced folder and all that.

The admiral
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 27th Mar 2008 01:49
It sounds to me like the activation got wiped. Try to re-activate it.


a.k.a WOLF!
The admiral
21
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 27th Mar 2008 04:52
I think your right but how do i do that for advanced animation?

The admiral
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 27th Mar 2008 11:33
Go to your compiler folder and run the "TGCOnline.exe". It will show all of your activated DBpro addons. Press the "Enter Order Key" button. You will have to enter the e-mail address that you used when you purchased EnAn and also the order key that was sent to you.


a.k.a WOLF!
kaedroho
16
Years of Service
User Offline
Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 27th Mar 2008 17:38 Edited at: 27th Mar 2008 17:39
Just Orderd

Now got all three of Ron Eriksons plugins!

Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 27th Mar 2008 18:20
Quote: "Just Orderd

Now got all three of Ron Eriksons plugins!"


Cool! Thanks for the support

FYI, I sent the new version to Mike today. He said it should be uploaded today or tomorrow. I'll let you all know when it is available.


a.k.a WOLF!
sigi
20
Years of Service
User Offline
Joined: 17th Sep 2003
Location:
Posted: 27th Mar 2008 18:58
I couldn`t find my Order Key anymore, how to get a new one?

AMD Athlon64 X2 4600 / 3 GH Ram / Geforce 8800 GTS-640MB / WinXP Home SP2 / Vista 64bit
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 27th Mar 2008 19:07
If you go to Order History in your user profile, there is a link at the top with all of your TGC order keys


a.k.a WOLF!
sigi
20
Years of Service
User Offline
Joined: 17th Sep 2003
Location:
Posted: 27th Mar 2008 20:47
Yes i know, but it is not namely listed. There is one key without a name. From the date it could be enhanced animation. I will try it.

AMD Athlon64 X2 4600 / 3 GH Ram / Geforce 8800 GTS-640MB / WinXP Home SP2 / Vista 64bit
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 27th Mar 2008 21:15
That is the one. It doesn't have a name in my order history either. I'm not sure why it is listed like that.


a.k.a WOLF!
sigi
20
Years of Service
User Offline
Joined: 17th Sep 2003
Location:
Posted: 27th Mar 2008 21:37
You have ordered it yourself ?
Have installed it and it works.

AMD Athlon64 X2 4600 / 3 GH Ram / Geforce 8800 GTS-640MB / WinXP Home SP2 / Vista 64bit
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 27th Mar 2008 22:08
Quote: "You have ordered it yourself ?"


When I get a plugin complete, TGC gives me a free copy. Nice of them, eh?
We do it that way to test that everything is working corrctly. They process an order as if I had purchased it. It then shows up in my order history. I download the plugin and activate it. Once all is tested to work correctly, TGC makes it available to purchase.


a.k.a WOLF!
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 28th Mar 2008 12:07
Verion 1.5 for DBpro and Dark GDK is now available. Go to your order history and download the new version


a.k.a WOLF!
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 29th Mar 2008 14:25
It crushes with KW, but it works perfectly with panda. I just hope the last version of panda doesn't have the same problems with normals than before.
Great work !
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 29th Mar 2008 14:29 Edited at: 29th Mar 2008 14:30
Cool! I'm glad to hear it works for you too
I'll look deeper into the issue with KW in the future.


a.k.a WOLF!
Plougot
18
Years of Service
User Offline
Joined: 19th Mar 2006
Location:
Posted: 4th Apr 2008 23:08
Hi ! I can't figure it out : it worked, i didn't change anything, and now it doesn't work anymore... Please, can you tell me what is your version of 3dsmax, of panda, and what configuration you use...
I really don't understand...
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 5th Apr 2008 04:33
Plougot,
Did you somehow revert to an old version? Look in your comiler folders to make sure no other version of the dll exists. Also, right click on the dll and make sure the version says 1.5. I tested it with the model that you exported and sent me and everything was working good. Are you running into problems with a different model? If so, can you send that model to me?

The more I looked into this, the more the problem did NOT seem to be related to the exporter. There are still problems with the model exported with the KW exporter, but they are unrelated to this. Instead, the problem was related to how the limb's positions changed during the animation. It handled the rotation correctly and small changes in position. If there were bigger changes in position, things were not interpolating correctly. That is what I fixed.

To answer your question, I have access to Max 6. The version of Panda that is used with it is 4.6.0.57.


a.k.a WOLF!
The admiral
21
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 16th Apr 2008 05:13
Im having some trouble getting all my animations to extract from my model. So im wondering maybe im exporting with the wrong settings or something. Are there any tips you can give me either for .x or .3ds on how to have them set?? Im using 3d max and the panda .x exporter. I Created a biped and then began animation using keyframes now I want to export the model extract all the animations and then re apply them but i only ever get one to work out of the various different animations.

The admiral
The admiral
21
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 16th Apr 2008 07:26
Ok after fiddling i got it to work but there is still one little glitch bothering. My biped seems to well partially disappear when i transition animations ill attack and image.

The admiral

Attachments

Login to view attachments
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 16th Apr 2008 17:40
Can you send me the .x file that you exported? I'll try to take a look.
Also, have you updated to the latest version (1.5)?


a.k.a WOLF!
hackinc 2000
19
Years of Service
User Offline
Joined: 2nd Dec 2004
Location: Puerto Rico
Posted: 23rd Apr 2008 06:20
Hey Ron! Is there a posibility that once you save the animation file from the model, clean all the animations and Inject that animation file again to the model. And I mean not just link the animation file to the model but, fisical inject the animation file data directly into the model again?

Thanks!

Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 24th Apr 2008 05:01
Quote: "Hey Ron! Is there a posibility that once you save the animation file from the model, clean all the animations and Inject that animation file again to the model. And I mean not just link the animation file to the model but, fisical inject the animation file data directly into the model again?"


No. Currently there is no way to save an animation file back into a model.


a.k.a WOLF!
Lover of games
19
Years of Service
User Offline
Joined: 17th Apr 2005
Location:
Posted: 4th May 2008 07:41
I'm not sure if i can write it here, but i just bought EZrotate and installed it but for some reason, DBPro tells me that it can't understand the commands and doesn't high light the commands, any idea why?

"Originally I was going to have a BS on it but you know how that would be. I can't walk around with the letters BS on me." More or less a qoute by Syndrome from Jack, Jack, attack
Ron Erickson
Moderator
21
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 5th May 2008 12:34
Lover of Games,
It sounds to me like it did not install properly. If the commands are not highlighting, then the keywords file ("EZrotate.ini") is not in your "DBpro/editor/keywords" directory.
Try to install again.
Also, if you were using the free version of EZrotate, make sure that you get rid of it from your "DBpro/compiler/plugins-user" directory.


a.k.a WOLF!
Lover of games
19
Years of Service
User Offline
Joined: 17th Apr 2005
Location:
Posted: 5th May 2008 19:30 Edited at: 5th May 2008 19:34
Wont i lose all my plug-ins that way? from the user directory? and i checked and it looks like it installed alright. let me try to make it work or see if it works.

EDIT: Nope....i guess i should just use GDK's version

"Originally I was going to have a BS on it but you know how that would be. I can't walk around with the letters BS on me." More or less a qoute by Syndrome from Jack, Jack, attack
Lover of games
19
Years of Service
User Offline
Joined: 17th Apr 2005
Location:
Posted: 9th May 2008 11:12
I just noticed something....EZrotate for GDK isn't as full as the DBPro one. Like it doesn't have the EZrot_SetPos and stuff. i hope you plane on adding the functions to the GDK version.

"Originally I was going to have a BS on it but you know how that would be. I can't walk around with the letters BS on me." More or less a qoute by Syndrome from Jack, Jack, attack

Login to post a reply

Server time is: 2024-05-04 20:30:59
Your offset time is: 2024-05-04 20:30:59