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Old 01-23-10, 05:57 PM   #1
Tomi_099
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Default Animatin ..help !!


Who can help when I Run the animation moves slowly down the figure,
So slowly as I did the animation.

How can I control the speed.

And if I is the animation of the character Start ....Torn.
Who can help.

o.k
The head and legs are transparent, because the faces I had not fliped,
that was overlooked by me.!




--------------

Wer kann helfen wenn ich die Animation Starte Bewegt sich die Figur langsam,
also langsamer wie ich die Animation gemacht habe.
Wie kann ich die Geschwindigkeit regeln .
Und wenn ich die Animation Starte ist die Figur Zerrissen.
Wer kann helfen.





.







.


.



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Last edited by Tomi_099; 01-25-10 at 08:01 AM. Reason: ANIMATION
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Old 01-24-10, 03:27 PM   #2
Nisgeis
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Frame[x] plays through Time[y] seconds after Frame[x-1], so:

Frane[0] Time=0, Position = a
Frane[1] Time=10, Position = b
Frane[2] Time=11, Position = c
Frane[3] Time=12, Position = d

Frame 0 is the start position,
for the next 10 seconds the animation moves to keyframe 1,
for the next 1 second (Total elapsed time 10 - total elapsed time 11) animation moves to frame 2,
for the next 1 second (total elapsed time 11 - total elapsed time 12 seconds) the animation moves to frame 3, then loops back to frame 1.

To speed your animation up, decrease the times... looking at frame 100 of your animation, it will take 1 minute and 40 seconds for it to get to that pooint. The times must be sequential and must always be higher than the previous time entry.

Does that help?
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Old 01-25-10, 05:00 AM   #3
urfisch
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as far as i know, theres nothing to change about the torn model. i also had this, when modifying the crew models in sh3. asked several people and posted a thread. but no one could help...



its about the single model positions, which are needed to have a functional animation, i think. its built of several single states, which are lined up. but in detail i do not know, how it works. maybe sh3 engine does also something to the animation, which leads to the destroyed model...?!

sorry!
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Old 01-25-10, 07:54 AM   #4
Tomi_099
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Quote:
Originally Posted by Nisgeis View Post
Frame[x] plays through Time[y] seconds after Frame[x-1], so:

Frane[0] Time=0, Position = a
Frane[1] Time=10, Position = b
Frane[2] Time=11, Position = c
Frane[3] Time=12, Position = d

Frame 0 is the start position,
for the next 10 seconds the animation moves to keyframe 1,
for the next 1 second (Total elapsed time 10 - total elapsed time 11) animation moves to frame 2,
for the next 1 second (total elapsed time 11 - total elapsed time 12 seconds) the animation moves to frame 3, then loops back to frame 1.

To speed your animation up, decrease the times... looking at frame 100 of your animation, it will take 1 minute and 40 seconds for it to get to that pooint. The times must be sequential and must always be higher than the previous time entry.

Does that help?
------------------------------

@ Nisgeis

Hmmm sounding good and straightforward, but how can I realize that, or how it looks in the game?
</SPAN>For here you have it do me bloody beginners to my friend!

-------------------------------------------------

@ Urfisch

I know that it is a little Tricky, and I ask all the experiences that were made be presented here.
Maybe we can solve these teasers.

Has anyone had experience with nice animations.

Flakmonky will thank you, he will also do the VIIc Piston Animation
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Old 01-25-10, 01:40 PM   #5
urfisch
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flakmonkey is great!!! but lucageta and DD also has nice skills!! maybe these guys could figure out...youre right.

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Old 01-27-10, 11:23 AM   #6
skwasjer
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I had this problem before with you Tomi. I recall the problem was that not every frame had the same number of vertices in the mesh. I coded S3D to continue the import and insert 0,0,0 vertices (I think) so you could see the result, but that result guaranteed a destroyed model/animation. It is VITAL that every frame-mesh has the exact number of vertices, and also the same ordering. Even if the number of vertices is the same, but the order is changed, the model will warp.

Either you do not export correctly from Max, or one of your modifiers removes faces or optimizes seperate frames in some form.
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Old 01-27-10, 11:55 AM   #7
Tomi_099
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Quote:
Originally Posted by skwasjer View Post
I had this problem before with you Tomi. I recall the problem was that not every frame had the same number of vertices in the mesh. I coded S3D to continue the import and insert 0,0,0 vertices (I think) so you could see the result, but that result guaranteed a destroyed model/animation. It is VITAL that every frame-mesh has the exact number of vertices, and also the same ordering. Even if the number of vertices is the same, but the order is changed, the model will warp.

Either you do not export correctly from Max, or one of your modifiers removes faces or optimizes seperate frames in some form.
---------------------------------------


Thanks Skwasjer,

how can I import a frame by frame ??
Or do I have the entire animation with hex editor in
in MashAnimations Data Copy to Type100 / 5


Could you show us the example,
because many would make an animation but do not know how to get an animation
Imported and get the frame tree.
And as the data content must look like an animation to bring about movement.
I hope you're not so overwhelmed!

Thank you my friend!
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Old 01-29-10, 02:35 PM   #8
Nisgeis
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EDIT: I'll have a look when I am at the right PC tomorrow.
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Old 01-31-10, 04:28 AM   #9
skwasjer
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Quote:
Originally Posted by Tomi_099 View Post
---------------------------------------


Thanks Skwasjer,

how can I import a frame by frame ??
Or do I have the entire animation with hex editor in
in MashAnimations Data Copy to Type100 / 5










You do not need a hexeditor. To import a mesh animation:
  • Select the model
  • Choose 'Import 3D model'
  • Select the first frame of the animation sequence ie. 'Animation000.obj' and click OK
  • S3D determines there is a sequence of frames and asks you if you want to import the animation. Choose 'Yes'
  • On the 2nd tab of the import-options dialog, choose the framerate, or time per frame.
  • Once all options are set, let S3D import. It will generate the required chunk-structure if not already available (ie. a child controller type 10 / 5 for the model, and the MeshAnimationData chunk containing all the frames for the animation). If the structure is already available, it will be reused (overwritten)
  • Test the animation in the 3D preview.
You can manually adjust the framerate of each frame then in the MeshAnimationData controller. If you make a change to the animation however in Max, you will have to reimport the entire animation. You can't replace a single frame. Manual adjustments to timing will also have to be redone.

The problem with your animation however is (as I described in my previous post) that some of individual frame-meshes do not contain the same number of vertices. If two vertices in one mesh somehow 'merge' on the timeline they still must be stored as seperate vertices in the OBJ-file. This is not a problem if you import a static model, but it IS when importing an animation. You can verify this by importing the faulty frame in S3D as a static model and notice that it is correctly drawn this time.

In the DAT-file, each frame-mesh is not stored exactly 'as is', but it is stored using a formula that calculates the difference to the primary mesh. This is to a) save space and memory and b) to speed up rendering with GFX. The game uses interpolation to 'rebuild' a specific frame based on the 'delta' frame and the primary frame. As such, each frame-mesh must be identical in vertex count and face count. If it isn't, then the 'delta' for some vertices will be the world offset (0,0,0) or point to a completely different vertex and you end up with the animation you have experienced (some vertices spike out to the world origin, or some indexes point to a different vertex, iow. the index buffer is filled with an incorrect array of indices).

I do not know how to correct this. Perhaps there are some modifiers or export options in Max that 'optimize' each individual frame upon export (they remove too small faces, or merge vertices that are very close together). Try turning this off. Or you may have to redo the animation...

I can not make a video tutorial right now, but hope the above helps.

Last edited by skwasjer; 01-31-10 at 04:40 AM.
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Old 02-02-10, 10:08 AM   #10
Tomi_099
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Default For Germans !!

> Thanks Skwasjer,
>
> how can I import a frame by frame ??
> Or do I have the entire animation with hex editor in
> in MashAnimations Data Copy to Type100 / 5
> ------------------------------------------------------------------------------------------------------------
> You do not need a hexeditor. To import a mesh animation:

Du brauchst keinen Hex Editor. Um eine MeshAnimation zu importieren:

> Select the model
Zu ersetzendes Model auswählen.

> Choose 'Import 3D model'
Klicke auf 'Import 3D model'

> Select the first frame of the animation sequence ie. 'Animation000.obj'
Suche das erste Frame Deiner Animation, zum Beispiel 'Animation000.obj'

> and click OK
Klicke 'OK'

> S3D determines there is a sequence of frames and asks you if you want to
> import the animation. Choose 'Yes'
S3D erkennt selbständig, daß es sich um einer Folge von Frames handelt und
fragt Dich, ob es diese als Animation importieren soll. Klicke 'Yes'.

> On the 2nd tab of the import-options dialog, choose the framerate, or
> time per frame.
Auf dem zweiten Tab des Import Dialogs kannst Du die Framerate, oder die
Zeit pro Frame einstellen.

> Once all options are set, let S3D import. It will generate the required
> chunk-structure if not already available (ie. a child controller type 10
> / 5 for the model, and the MeshAnimationData chunk containing all the
> frames for the animation).
Wenn Du alle Einstellungen gemacht hast, laß S3D alles importieren. Es
wird die notwendige Chunk-Struktur selbständig aufbauen, es sei denn diese
ist schon vorhanden. (zum Bsp. ein Child Controller Typ 10/5 für das Model
und den MeshAnimationData Chunk, der alle Frames der Animation enthält)


If the structure is already available, it
> will be reused (overwritten)
Wenn die nötigen Strukturen schon vorhanden sind, dann werden sie weiter
benutzt (überschrieben).

> Test the animation in the 3D preview.
Teste die Animation im 3D Vorschau Fenster.


> You can manually adjust the framerate of each frame then in the
> MeshAnimationData controller. If you make a change to the animation
> however in Max, you will have to reimport the entire animation. You
> can't replace a single frame. Manual adjustments to timing will also
> have to be redone.
Du kannst die framerate jedes einzelnen Frames im MeshAnimationData
Controller per Hand verändern. Wenn Du allerdings in Max Veränderungen an
der Animation vornimmst, dann mußt Du die gesamte Animation neu
importieren. Du kannst keine einzelnen Frames austauschen. Die gemachten
manuellen Adjustments beim Timing müssen dann ebenfalls wieder neu
vorgenommen werden.


> The problem with your animation however is (as I described in my
> previous post) that some of individual frame-meshes do not contain the
> same number of vertices. If two vertices in one mesh somehow 'merge' on
> the timeline they still must be stored as seperate vertices in the
> OBJ-file. This is not a problem if you import a static model, but it IS
> when importing an animation. You can verify this by importing the faulty
> frame in S3D as a static model and notice that it is correctly drawn
> this time.
Das Problem bei Deiner Animation ist (wie in meinem vorherigen Post schon
geschrieben), daß einige der Frames nicht die gleiche Anzahl an Vertices
aufweist. When zwei Vertices in einem Mesh aus irgendeinem Grund
miteinander verschmelzen, müssen sie im *.obj file trotzdem als separate
Vertices gespeichert werden. Das ist kein Problem mit einem statischen
Modell, aber beim Importieren einer Animation. Du kannst das überprüfen,
indem Du eines Deiner "fehlerhaften" Frames als statisches Modell mit S3D
importierst. Und Du wirst feststellen, daß es dieses Mal korrekt
importiert und angezeigt wird.


> In the DAT-file, each frame-mesh is not stored exactly 'as is', but it
> is stored using a formula that calculates the difference to the primary
> mesh. This is to a) save space and memory and b) to speed up rendering
> with GFX. The game uses interpolation to 'rebuild' a specific frame
> based on the 'delta' frame and the primary frame. As such, each
> frame-mesh must be identical in vertex count and face count. If it
> isn't, then the 'delta' for some vertices will be the world offset
> (0,0,0) or point to a completely different vertex and you end up with
> the animation you have experienced (some vertices spike out to the world
> origin, or some indexes point to a different vertex, iow. the index
> buffer is filled with an incorrect array of indices).
In einem DAT file wird jedes frames nicht so gespeichert, wie es
tatsächlich ist, sondern mit Hilfe einer Formel, die die Differenz zum
vorhergehenden Frame darstellt. Das wird gemacht, um
a)Speicherplatz und Memory zu sparen
b)das Rendern mit GFX zu beschleunigen
Das Spiel nutzt Interpolation, um ein bestimmtes Frame anhand der
Veränderung zum Masterframe zu berechnen. Deshalb müssen alle Frames in
der Anzahl der Vertices und Faces üerbeinstimmen. Ist das nicht der Fall,
dann ergibt sich für die Veränderung für einige Vertices der Ursprung
(0,0,0) oder verweist auf einen anderen Vertex und Du bekommst eine
Animation wie die Deine (einige Vertices wandern zum Ursprung, oder einige
Indexes zeigen auf einen falschen Vertex, daß heißt der Index Puffer wird
mit ungültigen Arrays von Indizes gefüllt.)


> I do not know how to correct this. Perhaps there are some modifiers or
> export options in Max that 'optimize' each individual frame upon export
> (they remove too small faces, or merge vertices that are very close
> together). Try turning this off. Or you may have to redo the animation...
Ich weiß nicht, wie ich das beheben kann. Möglicherweise sind dort ein
paar Modifier oder Export Optionen in 3dsMax, die jedes Frame vor dem
Exportieren optimieren. (Dabei werden zu kleine Faces entfernt, oder
Vertices, die zu dicht zueinander sind miteinander verschmolzen). Versuch,
das abzuschalten. Oder Du mußt die Animation noch einmal neu machen.


> I can not make a video tutorial right now, but hope the above helps.
> Ich kann im Moment kein Tutorial Video machen. aber ich hoffe, daß cih
> Dir trtozdem helfen konnte.



---------------------------------------------------------------------------------------------------------------------------
>
> DANKE SKWASJER !!
und DivingDuck für die Übersetzung !!
>
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Last edited by Tomi_099; 02-04-10 at 04:31 AM.
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Old 02-02-10, 12:47 PM   #11
urfisch
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holy ****! this man really knows the clou!!!
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