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ANimation solutions

49 REPLIES 49
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Message 1 of 50
Shanii2
2648 Views, 49 Replies

ANimation solutions

How can i blend the retargeted animation onto my character, is there a way that the retargeted animation would be blend with the animation events on respective layers of the my target Character

49 REPLIES 49
Message 2 of 50
dan.matlack
in reply to: Shanii2

Hi Shanii2,

Could you be a bit more specific on what you are trying to blend? Please include screen shots and/or video to illustrate what it is you would like to do and where. Thanks!
______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 3 of 50
Shanii2
in reply to: dan.matlack

Yes but before that i.m having trouble importing dummy animations, and seems to cant compile the data, its giving Data:assertion failed error and no matter how much i refresh or restart it does'nt get back it up, Ive deleted the assets from with in the engine but still no good

Message 4 of 50
dan.matlack
in reply to: Shanii2

Please attach the FBX you trying to import and also your log files or copy and paste your log output from browser. Thanks!
______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 5 of 50
Shanii2
in reply to: dan.matlack

here they are as you can see its a dummy character from maximo ive characterist it but on importing its animations which are alsoo download, my engine keeps crashing and not compiling,.. I can still do the rest of work like in animation controller but can see anything.

log console from where teh error start

Product version: `Release (1.1.247.0)`

Error context
----------------------------------------

    While compiling: content/models/character/dummy character/Slip_down.character

Callstack
----------------------------------------

    0x405fbc0d d:\buildagent\work\fc67a3c094ac016b\git\runtime\foundation\error\error.cpp(394): stingray::report_assert_failure
    0x40a57db9 d:\buildagent\work\fc67a3c094ac016b\git\runtime\plugins\plugin_foundation\const_config.h(105): stingray_plugin_foundation::ConstConfigItem::to_integer
    0x40a51aa9 d:\buildagent\work\fc67a3c094ac016b\git\runtime\plugins\humanik_plugin\hik_plugin_engine.cpp(233): humanik_plugin::compile_character
    0x401d2de8 d:\buildagent\work\fc67a3c094ac016b\git\runtime\application\plugin\plugin_interface.cpp(256): plugin_interface_internal::compile_wrapper
    0x4062bc69 d:\buildagent\work\fc67a3c094ac016b\git\runtime\foundation\resource\data_compiler.cpp(480): stingray::DataCompiler::compile
    0x4062e82b d:\buildagent\work\fc67a3c094ac016b\git\runtime\foundation\resource\data_compiler.cpp(635): stingray::DataCompiler::compile_all_files
    0x4062d088 d:\buildagent\work\fc67a3c094ac016b\git\runtime\foundation\resource\data_compiler.cpp(317): stingray::DataCompiler::compile
    0x400135b9 d:\buildagent\work\fc67a3c094ac016b\git\runtime\main\windows\main_datacompiler.cpp(360): `anonymous namespace'::compile
    0x400197b2 d:\buildagent\work\fc67a3c094ac016b\git\runtime\main\windows\main_datacompiler.cpp(440): `anonymous namespace'::process_compile_request
    0x4000e502 d:\buildagent\work\fc67a3c094ac016b\git\runtime\main\windows\main_datacompiler.cpp(938): ::operator()
    0x40600fb4 d:\buildagent\work\fc67a3c094ac016b\git\runtime\foundation\thread\thread_manager.cpp(308): stingray::ThreadManager::thread_proc
    0x643413d2 BaseThreadInitThunk
    0x648d5464 RtlUserThreadStart
11:43:26
Data / Compiler: Error compiling content/models/character/Jake_normal/jake_Tpose1-Take 001_prologue.anim_controller

Failure while parsing content/models/character/Jake_normal/jake_Tpose1-Take 001_prologue.anim_controller: 
content/models/character/Jake_normal/jake_Tpose1-Take 001_prologue.anim_controller(2:1): Expected an object for key `compiler_data`
11:43:26
Data / : Assertion failed

Assertion failed `is_integer()` at `D:\BuildAgent\work\fc67a3c094ac016b\git\runtime\plugins\plugin_foundation/const_config.h:105
Message 6 of 50
dan.matlack
in reply to: Shanii2

Can you please attach the fbx you importing.
______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 7 of 50
Shanii2
in reply to: dan.matlack

sorry for that but i think the blog is blocking the fbx file while uploading, i think its not supported, so here's they in zip

Message 8 of 50
Shanii2
in reply to: Shanii2

Hi Dan.

Can you please tell me which animation layer is top most & the lowest. i cant seem to blend the animations properly, The layer marked with (B), does it becomes the top most layer that overwrites the animations below, or is it the base or lowest layer that gets suppresed/overriden by the above layers.

Message 9 of 50
dan.matlack
in reply to: Shanii2

I was able to import your fbx with animation with no issues. However, there is a bone mismatch in the two different animations, are they from different rigs? You would want to import your mesh and skeleton first, then import animations second and make sure they match from the rig/skeleton you are using.

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 10 of 50
Shanii2
in reply to: dan.matlack

Thanks Dan, but i have downloaded them from maximo on same character, may be the animations are mixed up or something, i deleted all its files and the problem resolved.

Thanks for that and can you clearfy me about the animation layers

Message 11 of 50
Shanii2
in reply to: Shanii2

Hi again Dan,

Can you brief me about how to add constraints in animation manager, or give brief tutorial on effectively using constraints, I wanted to add Look at contraint to head joint, and also aim constraint to eye joints. I know we can add constraints using HIK constraints for head, but what for the eye joints or similar similar joints. Can you please help me out in this regard

Message 12 of 50
Shanii2
in reply to: dan.matlack

Hi dan I now got this error and cant rectify it, and i dont know why, it occurs because i haven't did anything related to physics yet, i just terminate the engine to refresh and started over and it keeps coming, and again its preventing to compile

Message 13 of 50
Shanii2
in reply to: Shanii2

here's the log error, i dont know if its due to terrain physx or not,

Data / Compiler: Compiling content/levels/Prologue.level
12:35:21
Data / : PhysX: [internal error] cleaning the mesh failed ..\..\PhysXCooking\src\mesh\TriangleMeshBuilder.cpp 264

At `D:\BuildAgent\work\fc67a3c094ac016b\git\runtime\engine\physics\physx\physx_sdk.cpp:105`

Build identifier: `aa6b52358541601f4a7b415393841a1a296b47b5`

Product version: `Release (1.1.247.0)`

Error context
----------------------------------------

    While compiling: content/levels/Prologue.level

Callstack
Message 14 of 50
dan.matlack
in reply to: Shanii2

@Shanii2 I will reach out to the animation team and see if I can get you some assistance.

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 15 of 50
Shanii2
in reply to: dan.matlack

Thanks Dan,

Sorry for repeatidly reports, i'm actually, creating a AAA game and its has a very Fancy animaition for my character as well as the graphic contents that, im loading, such as my terrain unit is giving me alot of trouble, my engine crashes when i add undergrowth, how much density should i kept for the vegetaion meshes, and do i have to paint very less amount of the paint layer for undergrowth,

Message 16 of 50
dan.matlack
in reply to: Shanii2

well, you always want to make sure you do not go crazy with your vegetation. That goes double if you are using transparency. It can really bog down the renderer if you have millions of polys trying to render sort on top of each other! You should be sparse with your undergrowth or have LODs at a distance or just make sure your focus areas are covered well and leave the rest to textures or billboards 🙂
______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 17 of 50
Shanii2
in reply to: dan.matlack

well it was autually, a mesh not a tranparency masked vegetation, its somthing like a small grass pach with its materail on, i happened to undergrowwth it on green channel, which has a nice vegetation texture, but my engine just crashes when, i zoom in , i think i should paint a little amount of paint layer which needs to have undergrowth is that right.

And thanks again

Message 18 of 50
dan.matlack
in reply to: Shanii2

I briefly cover undergrowth toward the end of this tutorial ...

 

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 19 of 50
Shanii2
in reply to: dan.matlack

Thanks DAN, that was a big help 🙂



Message 20 of 50
Shanii2
in reply to: Shanii2

Hi again Dan , thanks for lateral help,

Im having some trouble with vfx, i cant seem to get correct uv animation for my selected spritesheet, will there be tutorial in future in setting up the animation using sprites sheets. Like this one. Please help in this regard

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