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Messages - Legacy

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Art & Art Pipeline / Re: Animation export problem
« on: Dec 04, 12, 01:02:18 PM »
Okay, I was finally able to reexport my char using the new pipeline (from character tools it crashed several times and I had to export every piece manually) and now I have my dynamic char in-game along with a simple idle anim. The only weird thing is the skinning of his hands. I attached screen on what it does, it's pretty nasty. 3ds max does not show anything like that. I tried to redo hands' skinning from scratch but with no success.

I thought it is some max related issue but then I opened the skeleton, hands mesh and the anim in Hero Viewer and everything seems to be fine. So the only place where it's actually screwed is the game itself :(

Any ideas on this please?

Art & Art Pipeline / Re: Dynamic character parts best practices?
« on: Dec 04, 12, 09:53:44 AM »
Thanks for elaborate reply, Bennett! I will then explore more the second option as you suggested. I believe there is something called 'Skin Warp' in 3ds max which should basically auto-copy the skinning from one mesh to another. I'll look into this.

Thanks a lot

EDIT: The max modifier is called Skin Wrap and is working perfectly :) It has the option to be converted to normal Skin for export too...

Design & World Building / Re: seamless world combat zone lines
« on: Dec 04, 12, 09:11:37 AM »
As far as I know, this is the issue of the default combat system. You can (should) write your own that takes this into account. You should start by looking at 'proxyLocal' and 'proxyForward' topics on the wiki. This also answers the question about passing data between areas - which identifier you use specifies where will the execution take place. It really depends on what you need to do in your specific code.

As for the question with players fighting along seams - it is never good idea to make your world out of a grid of terrains where players can move freely in any direction. Is sounds good on paper, but will bring you only pain in development. It has been discussed here a lot and usually the resolution was that it is best to use bigger gameplay areas where your players quest, fight etc and smaller areas to connect those (pretty much like  Seamless 1.0 basically). Not saying you cannot go with the grid, but you have to make your combat system suited for it. And your NPC system also, as the default one fails badly when it comes to NPCs crossing area borders...

Design & World Building / Re: God's fingers / Light shafts
« on: Dec 04, 12, 09:01:45 AM »
This is done through the use of meshes (conical or crossed planes) of particles (for vertical light shafts). In one game I was working one the technical engineer did this by using custom shader for those cones that calculated the distribution of light on the cone's surface based on camera viewpoint. Looked great, but I am not sure you can do it in Hero.

For the reflection, you could fake it with decals with alpha and additive blending, but I am not sure this can be done (so far I was not able to get even normal decals working in Hero).

Hello, I've got just a quick question to more experienced developers out there:

Basically, we are starting with a "naked" mesh (one shown when player unequips everything). Then we have some armor that can be equipped. Now, I am thinking about how to handle this naked mesh thing. One option is to have it all in one piece and just keep it shown all the time (so when player equips a piece it will just sit on top of this base mesh). This is simple but it's wasting polys because for every character in the scene there would be some 2k polys extra (plus we could smooth the mesh in future making the cost even bigger).

The second option is to break the base mesh into parts and replace those with armor pieces as usual. The problem here is that I am not completely sure how to skin two pieces of geometry (organic, making it even harder) so that there are no artifacts (I start with whole body and break it into pieces). I guess I could manually copy/paste bone weights for all verticies along every seam using the Weight table, but this seems rather tedious and one would need to redo it every time the skinning is tweaked.

Anyone has any advice on how to approach this? Thanks

Art & Art Pipeline / Re: Animation export problem
« on: Dec 03, 12, 03:29:57 PM »
make sure your base skeleton is re-exported to match your current pipeline version. if that doesn't work I suggest falling back to the older 2010/2011 exporter, which also works with 2012. let us know what happens. i had a similar issue moving to the new version of the pipeline as well, except with meshes.

Thanks for suggestion! I tried to reexport just the skeleton itself but I wasn't lucky - the skinning got all messed up and no animation played correctly at all. However, when I tried to create a completely new dynamic character using the Character tools, I was able to export the animation so that it plays just fine.

If there is no other solution to this, I think I am gonna create my character definition from scratch and reexport all my anims. Its tedious, but at least it will work it seems. Then I'm going to freeze my art pipeline version and not update anymore, because it seems versions are not compatible among themselves :(

Thanks again for directing me on the right track.

Art & Art Pipeline / Re: Animation export problem
« on: Dec 03, 12, 01:09:51 PM »
Is it a dynamic character which has a base skeleton? Also are you using the same exporter version that you used with the old animations? Thanks.

Yes, it's a dynamic character with base skeleton. I am using the latest exported plugin for this one so probably it's not the same version as the old one was exported back in May. Didn't expect this to be incompatible though...

Art & Art Pipeline / Re: Animation export problem
« on: Dec 03, 12, 11:15:16 AM »
If you could provide a screenshot of the character "getting screwed into the ground" it would be helpful in determining the issue.

One thing I've found is trying to interpret the numbers in the viewer without context can be misleading.

It seems to me that something must have changed with your skeleton in Max since the last time you were exporting animations.

Sure, here are two screens, one with old animation, one with new animation... You can see that there are two things happening - legs are placed "correctly" just the bip01 bone is where the SRB is. the top of the body is rotated in some strange way (but else playing the anim just fine and the skinning works as well).

I have three scenes with this sleleton - one I keep clean to have a backup, one I have modded for anim export (added SRB) and the other is where I skinned this placeholder character's geometry and from where I exported the char files (skeleton among them). I tried exporting the animation from all three and they all look the same. I don't know if I could have screwed all the three of then in the same way... Isn't there some setting in 3ds max that could be causing this?

Art & Art Pipeline / Re: Animation export problem
« on: Dec 02, 12, 05:09:22 AM »
Small update: I explored both animation's in hero viewer more closely and when I explore the "GrannyRootBone" in detail view I can see their "initialPlacement" is indeed different when it comes to rotation o.O How can this happen?

Art & Art Pipeline / Re: Animation export problem
« on: Dec 02, 12, 04:51:58 AM »
does your export biped match the models one?

i use this method to export

1)create char file with mesh and biped , making sure all xforms are reset, model in T pose
2) make sure this T pose is saved as a max file at this stage and create the hero character folder
3) load the bip file to the max scene , and resize the frames bar to encompass all the frames but no more
4) under hero export , choose vda method , make sure the ticks are in the right boxes (repos to 0,0,0 is useful)
    should also see exclude meshes is ticked and your ready to export
5)write a asq file for the animation hgm file
6)upload to engine and test animation by possessing the char and using
   behave 0 anim * your_animation_name
   in the console screen

hope this check list helps you , if you create a new animation bip just load the max file from stage 2 and follow the steps as normal

Yes, this is what I am doing. The animation exports fine, just it seems to be rotated in some strange way :(

Art & Art Pipeline / Re: Animation export problem
« on: Dec 02, 12, 04:51:16 AM »
Y axis is indeed up.

I have another set of animations that I exported some months ago, coming from one author and being rotated in a completely equal way in 3ds max. When I loaded one of those older animations' .hgm I can see the cage's green (Y axis) visualizer pointing in the same way as it does in 3ds max (so that the skeleton is looking towards Y-). When I load both old and new anim into the viewer, I now have two skeletons, one rotated by 90 degrees from the other one.

Because I am using the very same basic scene to export and have almost equal .BIPs for both cases, I guess the problem must be in the export somewhere, but I cannot possibly find out where :(

Art & Art Pipeline / [Resolved] Animation export problem
« on: Dec 01, 12, 03:12:05 PM »
Hi, after some months I got back to exporting our animations into HeroEngine. I've got an export scene (basically a biped with SRB) where I load my .BIP anim in the same way I did before. Now, the animation exports fine but when I play it in the engine it screws the character into the ground.

I checked in the HE Viewer and I can see the animation playing fine, buy the Y AXIS IS UP in the visualizer cage o.O Both SRB and Bip01 have correct (Z up) orientation in max. I expect something must have gone wrong but I cannot possibly figure out what :( Anyone has any idea what should I look into?


Developer Hero Projects / Re: The Elder Scrolls Online
« on: Nov 23, 12, 04:31:15 AM »
You may want to check this out: http://www.youtube.com/watch?v=sv160bre2og Seems they have turned a bit in direction. I like it :)

Scripting & Programming / Re: Intractable Object
« on: Nov 21, 12, 02:35:47 AM »
The 'Your First HSL Script' tutorial brings a lot of confusion into newcomer's head. I experienced the same dilemma as you do now, when I tried to base my interactive objects on this tutorial. That being said, DON'T do it, it's totally wrong! You can look there to see how to detect the mouse click and react to it, but the /mnac is just a shortcut used for that particular tutorial which cannot be effectively used in "real-world" scenarios.

Basically, what you need to do it to follow the replication tutorial (http://hewiki.heroengine.com/wiki/Replication_Tutorial) to create a server-client node with specific class attached to it. In the client script of that class you can just use a similar code the first tutorial shows. If this object should be permanent in your world (like a mailbox of teleportation stone), you should look into Props system which provides a way to place such objects directly through editor Library. If such an object should by dynamic, you will have to do more handling yourself. But that's difficult to say without more info on your specific needs.

Hope this helps.

General Discussion / Re: Visual Scripting?
« on: Nov 18, 12, 08:25:28 AM »
You could already implement such a system yourself given the API HSL gives you :) It's just tons of work but it's definitely possible.

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