Upspring 1.54 - Page 5

Upspring 1.54

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

hi how to do that ? (doing animation in upspring)
User avatar
dinamik
Posts: 94
Joined: 26 Jul 2005, 11:52

Post by dinamik »

maestro wrote:hi how to do that ? (doing animation in upspring)
Maestro you kill me ! What a question ?
You should teach us, as it to do !
I know nothing Image
User avatar
dinamik
Posts: 94
Joined: 26 Jul 2005, 11:52

Post by dinamik »

Only for Maestro.
Exuse me, for me dificalte say (you know my English),
therefore I try show:

Image
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I think will be very good and important, if also make
for UpSpring, converter for universal animation format BVH
Cool, I will. I didn't know there was such a universal format.
Nice to see someone testing the animation :)

FYI, the animation track dialog is not usable for anything yet, so don't spend your time on it.
Last edited by jcnossen on 05 Nov 2006, 16:22, edited 1 time in total.
User avatar
dinamik
Posts: 94
Joined: 26 Jul 2005, 11:52

Post by dinamik »

jcnossen wrote:
... I didn't know there was such a universal format...
Yes, "BVH" this universal animation format.
Can take animation from one program, and give to anather
(3DMax, MotionBuilder, Poser, Cinema4D, and so on.....)
If UpSpring make animation with frames, and also will be
can andestand "BVH" format... OOO.... will be great !!
--
(bvh - have text format, can see in Notepad)
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

wow... you are better tutorial writer then me..... :lol:
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hehehe, good job...

edit: Bug I have found...

If you click auto key insert then click an object, it exits, just closes out UpSpring....
User avatar
centurion-1
Posts: 169
Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

Ok, I might have missed something, but is there som "easy" way to import bos animation scripts or parts of them? Or do i have to work from scratch?
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

The animation tools are quite unfinished right now, for example you can't actually delete animation keys.
However I intent to support BVH and supcom animation so that should give more options...
User avatar
centurion-1
Posts: 169
Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

Ok. I guess im gonna sit tight then and wait a bit for new versions. If i may say so, this should be a fairly high priority but i guess you have alot to do besides it...

...Should the spring community try to attract new devs? On moddb or something?
User avatar
dinamik
Posts: 94
Joined: 26 Jul 2005, 11:52

Post by dinamik »

jcnossen wrote:...However I intent to support BVH and supcom animation so that should give more options...
Thank you, dear jcnossen
Image
nice, nice words
Image
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Wonderfull, I'm looking with great anticipation.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

It's working, however rotations are messed up... maybe the order of rotation compared to TA style, or they need inverting. If you have any clues please tell...

http://user.supradigital.org/jcnossen/a ... mpkick.avi
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Upspring 1.43:

- Objects can be mirrored by entering negative numbers for scale (before 1.43, this looked like it worked until you do "Apply Transform")
- BVH import script added

A 1.44 will follow soon with BVH export and animation optimization (Removing useless keyframes)

http://user.supradigital.org/jcnossen/U ... r-1.43.exe

Open examples/armcom-jumpkick.opk to see an example of a BVH animation applied to a ARM commander. The main problem currently is that you will need to rename the piece names to match the BVH file (or edit the bvh file to match the piece names ;) )

Also the BOS export script probably doesn't work, it would be nice if someone could fix that (Only the Output functions in BOSExporter.lua have to be fixed), because I never actually scripted a unit.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Nice! Can't wait to test this!
User avatar
dinamik
Posts: 94
Joined: 26 Jul 2005, 11:52

Post by dinamik »

Good work jcnossen!
Thank you !

Import BVH - all right !
Rename objects this not problem, don't think about this.
-----
If will be can make also,
Import BOS and export this file to BVH.......this mean:
TA units have road to > 3DMax=SupCom !
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

You should be able to use TA2Supcom for that, importing BOS is a bit too much for upspring.
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

UV mapping problem

Post by yuritch »

I still have a problem importing UV coordinates.
Here is what I do:
1) I have a model in s3o format (g6.s3o). I open it in Upspring and do Texture mapping->Export model for uvmapping (g6-export.obj). Then I use UVMapper Classic to make a box uv-map and save the model (g6-mapped.obj) (I know that this map is yet unusable for actual texturing, it needs more work, it's just there for an example of Upspring behaviour). Then I open the original file (g6.s3o) in Upspring and do Texture mapping->Import UV coordimates from model (select g6-mapped.obj).
2) After that Texture mapping->Show UV mapping shows nothing.
3) If I load the file g6-mapped.obj with Load model, model loads and mapping shows (so UV coordinates are actually there), but that model has everything in one piece and is unusable for scripting.
Interesting thing is, Upspring 1.3 can import UV coordinates from that model into g6.s3o, but the resulting UV map is missing a few polygons which are present if the model is loaded as in step 3.
Here is the link to archive with my model files (g6.zip), will be up for 7 days.
Warning: YouSendIt (which I uploaded the file to) tries to open a popup when that link is visited. The popup contains no useful information (ads only) and can be closed the moment it appears.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Hi, I got minor problem...
the texture seems inverted left-right ? or may be it is me who paint wrong side ?
If it is really inverted in Upspring, will they also inverted in Spring or in Spring it will be reverted back ?

thx in advance :)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

JC, I've gotten to test it while making the new Knight model for the upcoming release in NanoBlobs.

You specified that using negative scalar values would mirror the geometry. Well... er... it does, kind of... but the results look like the result of a bad teleporter accident ;) Basically, it's inverting faces and creating what looks very much like bad geometry- I don't end up with an inverted part with normals intact. I wish I was smart enough about this stuff to be more helpful in getting that sorted out, but meh... it's a minor thing anyhow, we can always do mirroring in software before import anyhow.

I haven't tested the animation stuff yet, but I will try to put together a test-project for this very soon- I need to create a set of generic animations for humanoid stock characters soon. Given what SpikedHelmet's been doing lately, I suspect that, at the very least, the rotational issues are sorted now.

Also, while I'm finding minor stuff to nitpick about... I don't suppose it'll ever support bitmap display at the true resolution any time soon? It always displays the 256X256 mipmap levels, and mips 512 or higher down, even when using TGA, which is kind've bad.

And last but not least... could we have OBJ imports of multipart meshes just get assigned an empty point named "base" as the parent? Right now, it's completely impractical to use OBJ as the import format, because OBJ doesn't seem to support true hierarchies and most exporters don't assign them to OBJ even if this is supported by the format. I've tried this with Rhino3D, Milkshape, the various software I use for skinning, etc., and I never end up with the proper object being assigned as base, let alone having a functional hierarchy import. Assigning a blank point as the root if OBJ is imported would at least be a step in the right direction- so far as I can tell, OBJ files are retaining normal data/smoothing/split faces and other data more correctly when being read- I just don't have a good way to get them into the software and get the hierarchies set up, is all...

More testing on the animation will be forthcoming asap, I'm just trying to get NanoBlobs out the door right now- when I start working on my new project starting Friday, I should be able to start providing better feedback.
Post Reply

Return to “Engine”