werner.poetzelberger Posted February 14, 2019 Share Posted February 14, 2019 I have 2 skinned objects, one is the skin, ine is the eye. Both are animated, just a simple headturn for now. The vertex-positions are moving during animation. In Maya, the position is stable. I know, that the model is big (approximately 20 m), because I modeled in cm in Maya. So I think, it might be the scaling? unfortunately I am not able to figure out a scaling, which works. Are there any ideas about precision and skinned mesh, animations? Thanks. Werner Link to comment
werner.poetzelberger Posted February 14, 2019 Author Share Posted February 14, 2019 Hmmm. I have investigated further. I have managed to scale the model and animations, but there is no difference in the result. But I found out, that there is a difference in the Editor and in the Resource viewer. As well in the screenshot, that in the Editor you can see, that the axis are off- In the resource viewer, the axis seem to match and there is no offset in the mesh itself. Link to comment
silent Posted February 14, 2019 Share Posted February 14, 2019 Hi Werner, Could you please send us a test FBX and a screenshot of importer settings that was used? I'm also not sure that I've understand what's wrong with the model - can you please elaborate on this? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted February 15, 2019 Author Share Posted February 15, 2019 (edited) Right. Maybe I explained it to complicated. Basically there are 3 skinned meshes, all using the same skeleton and the same animation in Maya. 1 skinned mesh for the bird, 1 for left eye, 1 for right eye. When I export them using one fbx file, and i play the animation which comes with the skinned meshes, I get an offset in Rotation, as you see in the screenshots.(axis differences) But it seems to be an offset in the bones (skeleton) itself rather than in the mesh (as I supected first). The screenshot from the resource editor seems to work, but I suspect, that there is just a single mesh and different surface, rather than 3 objects. thx. Werner Edited February 15, 2019 by werner.poetzelberger Link to comment
silent Posted February 15, 2019 Share Posted February 15, 2019 Hi Werner, Could you please try to remove "Joints Reorientation" option in importing settings? Will this make things better? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted February 15, 2019 Author Share Posted February 15, 2019 Nope. joint reorientation doesnt change anything. I made a simple testobject. With the same results. Link to comment
silent Posted February 18, 2019 Share Posted February 18, 2019 Yep, it seems there is some issue with 2.7.3.x importer. Here is the difference between 2.7.2 / 2.7.3: Could you please verify that in 2.7.2.1 everything is working as expected? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted February 18, 2019 Author Share Posted February 18, 2019 Hello Silent, I can confirm the behavior with SDK 2.7.2.2 where it seems to be correct. SDK 2.7.3.0 shows this effect. Link to comment
silent Posted February 18, 2019 Share Posted February 18, 2019 I've filed a bug to our internal bug tracker about this behavior. It will be fixed in the upcoming 2.8 SDK update. Right now there is no workaround other than using the 2.7.2.x SDK (or manually patch FBXImporter plugin in 2.7.3.x and return it's state to the 2.7.2.x). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted February 18, 2019 Author Share Posted February 18, 2019 (edited) K. Thx. Good to know. How can I patch the importer bacK? Best. Werner! Edited February 18, 2019 by werner.poetzelberger Link to comment
silent Posted February 18, 2019 Share Posted February 18, 2019 Hi Werner, Can you please double check import with unchecking option "Joints reorientation"? I have perfectly correct results (no distortions or whatsoever, like in 2.7.2.1): How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted February 18, 2019 Author Share Posted February 18, 2019 (edited) Hello Silent, thats correct! Hmm. for some reason this differs to result I have tested before. But probably i made some mistake. I replaced the whole character and it does show the correct eye. hm. This is good I guess :))) Super, so I dont need to wait for 2.8. Hurra What does that option do? Edited February 18, 2019 by werner.poetzelberger Link to comment
silent Posted February 18, 2019 Share Posted February 18, 2019 Hi Werner, I just copy-paste from docs, if you don't mind :) Quote Enables changing orientation of bones for animations and animated geometry. When enabled, all bones will have the same forward axis as the geometry. This simplifies work with animations via code for programmers reducing excessive axis manipulations: if a mesh has +Y as a forward axis, the bones will have +Y as well. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted April 16, 2019 Author Share Posted April 16, 2019 Has this been fixed in 2.8? thx. Werner Link to comment
morbid Posted April 17, 2019 Share Posted April 17, 2019 Hello Werner, Right now it's still waiting to be fixed. Have you encountered this issue with some other model? Thanks. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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