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Author Topic: DirectX - some serious skin problems. How to solve them?  (Read 5147 times)

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ErV

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DirectX - some serious skin problems. How to solve them?
« on: September 21, 2006, 10:33:05 PM »

Hello!

I've got some serious skin-related problems.
I've been writing my own X-file export for some time, now it's finally done, but i've got some problems:
1) WME doesn't load files with my animations. It looks like WME doesn't support matrix keys; Is that so? Or does it need some specific template? (like AnimationOptions)

2) WME and ProjectManager can't load some models that require indexed skinning. It simply crashes with an accessviolation. For some reason WME can't load some of my models, while DirectX(mview) utilities can. What's the problem? Does WME engine rely on some specific template order or on something else? Number of Weights per Vertex is fine.

« Last Edit: September 21, 2006, 11:18:24 PM by ErV »
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ErV

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #1 on: September 22, 2006, 12:04:33 AM »

Second problem is solved. Engine needed some templates saved in header (XSkinMeshHeader, SkinWeights). What about matrix keys?
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Mnemonic

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #2 on: September 22, 2006, 07:27:49 AM »

WME does support matrix keys, but they are internally decomposed to trans-rot-scale anyway (for interpolation purposes) therefore t-r-s keys are preferred.
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ErV

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #3 on: September 22, 2006, 01:09:45 PM »

What is the "nKeyType" number (field of "AnimationKey" XFile Template) of "matrix" keys in WME?
There is a misprint in DirectX documentation, that claims that matrix keys are marked with "3". In reality all sample models and DirectX utilities (at least, in SDK) treats only keys marked with "4" as matrix keys.

Also - does WME NEED some templates like "AnimationOptions"?
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Mnemonic

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #4 on: September 22, 2006, 01:22:48 PM »

What is the "nKeyType" number (field of "AnimationKey" XFile Template) of "matrix" keys in WME?
4

Also - does WME NEED some templates like "AnimationOptions"?
Nope, it's optional (some programs don't export it anyway).
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ErV

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #5 on: September 22, 2006, 02:04:27 PM »

Ok. I've just partially fixed animation problems. Matrix keys are loading, but now some linked parts of mesh(non-skinned) are flying in the air! What can I do? (DirectX mview doesn't show such problems.) It looks like "flying" parts are linked to correct node, but at wrong distance. I've been trying to write a conversion route for matrix keys but it doesn't work (properly) yet. Is there any other solution?
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Mnemonic

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #6 on: September 22, 2006, 02:41:37 PM »

I don't think there should be any difference between "skin" and "linked parts". They are all just vertices attached to bones, aren't they?
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ErV

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #7 on: September 22, 2006, 03:31:27 PM »

I don't think there should be any difference between "skin" and "linked parts". They are all just vertices attached to bones, aren't they?
They aren't. Linked parts are (normally) stored as a separate mesh in character hierarchy. That mesh don't have to be skinned and is affected only by one bone - it's parent. Skinned meshes doesn't have "to worry" about their parents, since (in most cases) parent of the skin is the only bone that doesn't deform it.
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Re: DirectX - some serious skin problems. How to solve them?
« Reply #8 on: September 22, 2006, 04:46:03 PM »

What program is your exporter for?

metamorphium

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #9 on: September 22, 2006, 05:14:55 PM »

I am curious too!
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ErV

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #10 on: September 22, 2006, 05:18:41 PM »

Problem is solved by breaking down matrix keys into scale\rotate\translate keys. "Flying parts" disappeared (they're now on correct positions). Was that a bug? Problem didn't appear in mview.
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ErV

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Re: DirectX - some serious skin problems. How to solve them?
« Reply #11 on: September 22, 2006, 05:32:37 PM »

What program is your exporter for?
Well... sorry, but unfortunately I'm not authorized to answer this question. The exporter i've been writing is a commercial order (I'm paid for writing it). By answering that question I could jeopardize my customer's plans, and I simply can't afford it. Sorry.
« Last Edit: September 22, 2006, 05:35:51 PM by ErV »
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