Geometry not sticking to the bones, but bones work fine

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kiflica

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Sep 21, 2016, 8:40:33 AM9/21/16
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Hi,

im having a few problems , i would like to ask about

i have rigged a cockroach and i animated a walk cycle. And i need thousands of them:). The rig is a normal control rig with also a single hierarchy one, both connected to the bind joints. I figured that for golaem you need to have a single hierarchy rig to work. I managed to create a character file and a motion file for golaem. As i start working with multiplying them i load the entity and walk cycle motion as default behaviour. It all works. So now when i use display mode cilynders, animation bones, physics shape, it shows my golaem rig moving around and its all fairly good, but when i put render previs for the display mode, the geometry won't stick to the bones and they just move up and down with the whole rig.

i get this : Error: [GolaemSDK]: FBX Bone named Zohar_rig_08:Zohar_r_FrontLeg_ToeJnt not found in skeleton. Skinning rendering will not be correct. //
and i get it for every bone

Ive tried working with external fbx for the geometry and loading the geometry from the scene. I tried baking the fbx and animation on all the bones but still no luck

Now im new to golaem so i dont know if there is something im missing or im doing something wrong

What i think could be the cause: i referenced the rig master file into a new one where i animated it, and then made the character file and motion file from that animated .ma with the reference, maybe that could cause problems for golaem? Or maybe the skinning is something golaem can't understand if the geometry is skinned on driven bind joints underneath the rig, not the actual single hierarchy bones?
If someone has experience that could help i would appreciate it:)
 Thanks in advance:)

Alexandre Pillon

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Sep 21, 2016, 8:45:13 AM9/21/16
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Hi,

Correspondance between Golaem internals and fbx are done by name matching.

My guess: 
 - in your FBX there is no namespace
 - when you imported it in Maya, a namespace was created and in the golaem gcha file, there are namespaces.

If this is the case, you can try to mport it again, delete the namespace and reload this character in your existing gcha file (open gcha file, import fbx, delete namespace, select root bone, click "load skeleton" in the character maker, choose bone id, save)

Cheers,
Alex

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Igor Šćuric

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Sep 21, 2016, 8:59:18 AM9/21/16
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Oh tnx for the quick response, i will check it out, try your suggestions and get back to you when i can.

Br
kiflica

Alex


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kiflica

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Sep 28, 2016, 11:10:46 AM9/28/16
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Thanks for the suggestion, i figured out how to fix my problem.

But now i have another one i would like to ask about:)
So in my scene i have a bunch of cockroaches, and i want them to move around but be aware of them selves as well as the surroundings. (basically to avoid them selves but when they collide they should climb over each other then carry on, or sometimes turn around as they collide, like bees in a bee hive).
I set up a navmesh of my terrain, a goto, adaptorient, adaptground, locomotion, and navigation nodes for the behaviors. and i have physics enabled.


In my locomotion node i have a few animations and they seem to work fine. When i put the locomotion attributes into Direct mode, the particles move along the ground geometry and the models follow them and react to the ground just fine, but they go through each other. They dont collide at all.
But when i put the locomotion attributes into Follow mode, they seem to react to each other and climb over themselves but they start going randomly through the terrain geometry and fly around. I tried a lot of stuff but nothing seems to work.
Character file is setup to have only 3 middle bones for the head and the body to have physics enabled, as i dont want the legs to collide because they are long and skinny and everywhere.

Maybe it will help; for some of the particles i get this error, :

- Unable to start the Path goto behavior on 16 from (-1.68697,16.9195,1.16497) to (-27.178,20.3714,11.9831):
     can't locate the given target.

- Unable to start the Path goto behavior on 18 from (-0.770686,19.1122,0.837567) to (-24.4318,19.535,15.6897):
     the target is too close to obstacles.

- Unable to start the Path goto behavior on 22 from (-17.5398,-12.1221,0.9583) to (-20.6175,17.603,8.0002):
     no path with enough clearance to obstacle exists;
     or the radius of the entity (0.276418) is smaller than the one used to compute the spatial environment.

 

Thank you in advance for your help,
BR
Kiflica
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Nicolas Chaverou

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Sep 29, 2016, 4:26:25 AM9/29/16
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Hey,

On Wed, Sep 28, 2016 at 5:06 PM, kiflica <isc...@gmail.com> wrote:
Thanks for the suggestion, i figured out how to fix my problem.

But now i have another one i would like to ask about:)
So in my scene i have a bunch of cockroaches, and i want them to move around but be aware of them selves as well as the surroundings. (basically to avoid them selves but when they collide they should climb over each other then carry on, or sometimes turn around as they collide, like bees in a bee hive).
I set up a navmesh of my terrain, a goto, adaptorient, adaptground, locomotion, and navigation nodes for the behaviors. and i have physics enabled.

I can't see any Physics Behavior
If no Physicallize Behavior is added to the graph, the Physics are not enabled:
http://golaem.com/content/doc/golaem-crowd-documentation/physics-simulation
 


In my locomotion node i have a few animations and they seem to work fine. When i put the locomotion attributes into Direct mode, the particles move along the ground geometry and the models follow them and react to the ground just fine, but they go through each other. They dont collide at all.
But when i put the locomotion attributes into Follow mode, they seem to react to each other and climb over themselves but they start going randomly through the terrain geometry and fly around. I tried a lot of stuff but nothing seems to work.

Can you playblast what's going on ?
It's hard to understand what's going on

Btw, you can't have 2 Goto Behaviors running at the same time, else that'll provide conflicts in Path planning
 
Character file is setup to have only 3 middle bones for the head and the body to have physics enabled, as i dont want the legs to collide because they are long and skinny and everywhere.

Maybe it will help; for some of the particles i get this error, :

- Unable to start the Path goto behavior on 16 from (-1.68697,16.9195,1.16497) to (-27.178,20.3714,11.9831):
     can't locate the given target.

One target is not accessible : it's either in an obstacle or outside of the environment
Move it in a different place
 

- Unable to start the Path goto behavior on 18 from (-0.770686,19.1122,0.837567) to (-24.4318,19.535,15.6897):
     the target is too close to obstacles.

Sounds enough verbose to me : one target is too close to obstacles.
Move it away from the borders
 

- Unable to start the Path goto behavior on 22 from (-17.5398,-12.1221,0.9583) to (-20.6175,17.603,8.0002):
     no path with enough clearance to obstacle exists;
     or the radius of the entity (0.276418) is smaller than the one used to compute the spatial environment.

Pretty verbose as well.
Advised to recompute the navmesh with values corresponding to your entities properties (especially the radius)

Best,
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