has anyone had the problem described below (cal3d not exporting the right number of verts from a morph target in max)?
Marco
On 9 Nov 2010, at 14:48, Christopher Frauenberger wrote:
> Hi Marco,
>
> I have a more urgent problem to get the morph targets working (the crash can wait for the moment, since it seems to be working ok with the specific setup we have...)
>
> You said for the morph targets to work, the number of vertices need to be exactly the same. But when I go into max and export the Head mesh the number of vertices change every time I alter a weight in the morpher to apply any of the faces. They are not varying greatly, but always a little. I have checked the number of vertices in max and all the faces have the same number (different from the exported number though), it seems that the morpher and the cal3d exporter don't talk to each other correctly?
>
> Any ideas? Thanks
> Chris
>
> On 2 Sep 2010, at 12:00, Marco Gillies wrote:
>
>>
>> the number of vertices in the morph target meshes don't match those in the main head mesh. They need to match exactly
>>
>> marco
>>
>> On 19 Aug 2010, at 09:29, Christopher Frauenberger wrote:
>>
>>> Hi,
>>>
>>> Piavca has troubles loading the morphtargets for some reasons:
>>>
>>> Finished Loading mesh 'agents/Paul/Head.xmf'...
>>> added meshHead
>>> cal3d : Internal error in ./src/cal3d/coremesh.cpp(160)
>>> Piavca Error: Error loading morph targets
>>> Piavca Exception: Error loading morph targets
>>> Piavca Exception: Error loading morph targets
>>>
>>> I exported the head several times, as you said, with different morphtarget settings. The whole avatar containing all meshes and morphtargets is here, if you need it:
>>>
>>> http://www.echoes2.org/public/Paul/Paul-morphtargets.zip
>>>
>>> Thanks
>>> Chris
>>>
>>>
>>> On 18 Aug 2010, at 16:07, Marco Gillies wrote:
>>>
>>>>
>>>> you can create a morph target animation in Max and save out as a max animation (which is confusingly also called .xaf format), you can then load that in a motion called a MaxXAFReader
>>>>
>>>> otherwise you can directly set morph target weights using the following method of the avatar:
>>>>
>>>> avatar.setFacialExpressionWeight(int id, float weight)
>>>>
>>>> id is a numerical id of the morph target which is the same as the order in which it appears in the .cfg file
>>>>
>>>> Marco
>>>>
>>>> On 18 Aug 2010, at 12:59, Christopher Frauenberger wrote:
>>>>
>>>>> Ah, great, and then, how would you control that from within Piavca?
>>>>>
>>>>> I am away from my max machine today, but will give it a shot tomorrow.
>>>>>
>>>>> Many thanks!
>>>>> Chris
>>>>>
>>>>>
>>>>> On 18 Aug 2010, at 12:52, Marco Gillies wrote:
>>>>>
>>>>>>
>>>>>> Oh, gotcha, sorry I had misunderstood the question.
>>>>>>
>>>>>> To get morph targets into Piavca you need to:
>>>>>>
>>>>>> 1. export the model as usual
>>>>>> 2. export a separate mesh of the head with each morph target. Set the morph target value to 100% and export the head mesh as a separate file
>>>>>> 3. edit the .cfg file to add in the morph meshes immediately after the main head mesh in the following format:
>>>>>>
>>>>>> mesh=head.xmf
>>>>>> morphtarget=morph1.xmf
>>>>>> morphtarget=morph2.xmf
>>>>>> ...
>>>>>>
>>>>>> I've attached an example .cfg file
>>>>>>
>>>>>> Marco
>>>>>>
>>>>>> <Hero.cfg>
>>>>>> On 18 Aug 2010, at 12:40, Christopher Frauenberger wrote:
>>>>>>
>>>>>>> Hi,
>>>>>>>
>>>>>>> Paul got everything ready - several faces which are accessible as morph-targets in Max, (I'll put the Max model up for you too). But really, I would only need a workflow that allows me to get those into Piavca (also see the other email I sent about Cal3d morph animation exporters...)
>>>>>>>
>>>>>>> Thanks!
>>>>>>> Chris
>>>>>>>
>>>>>>> On 18 Aug 2010, at 12:34, Marco Gillies wrote:
>>>>>>>
>>>>>>>>
>>>>>>>> Hi,
>>>>>>>>
>>>>>>>> sorry I haven't got back about the facial animation, I haven't got any models myself so I have been chasing up people who might have some.
>>>>>>>>
>>>>>>>> Is there anything specific I can help you with without sending you a model?
>>>>>>>>
>>>>>>>> marco
>>>>>>>>
>>>>>>>> On 18 Aug 2010, at 11:30, Christopher Frauenberger wrote:
>>>>>>>>
>>>>>>>>> Hi Marco,
>>>>>>>>>
>>>>>>>>> hope you had a good holiday. Here is a link for the two Paul's:
>>>>>>>>> http://www.echoes2.org/public/Paul/
>>>>>>>>>
>>>>>>>>> I will be off on holidays for 3 weeks from Friday, so Skype has to wait unfortunately. Would you have a quick procedure for me re facial animation stuff before I leave?
>>>>>>>>>
>>>>>>>>> Thanks, best
>>>>>>>>> Chris
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 18 Aug 2010, at 10:55, Marco Gillies wrote:
>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> Hi Chris,
>>>>>>>>>>
>>>>>>>>>> Sorry it has taken so long to get round to this. I will be working on the Piavca Shaders next week so maybe we can arrange a day to get on skype. Also, my mail client stripped Paul-WinCrash.zip, could you put it somewhere I can download it from
>>>>>>>>>>
>>>>>>>>>> Marco
>>>>>>>>>>
>>>>>>>>>> On 2 Jul 2010, at 15:39, Christopher Frauenberger wrote:
>>>>>>>>>>
>>>>>>>>>>> Warning: This message has had one or more attachments removed
>>>>>>>>>>> Warning: (Pants.xmf.tmp, LEye.xmf.tmp, Paul-WinCrash.zip, Hair.xmf.tmp, Head.xmf.tmp, Shirt.xmf.tmp, REye.xmf.tmp).
>>>>>>>>>>> Warning: Please read the "Goldsmiths-Attachment-Warning.txt" attachment(s) for more information.
>>>>>>>>>>>
>>>>>>>>>>> Oh, and now the avatars too...
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> <Goldsmiths-Attachment-Warning.txt><Paul-NoCrash.zip>
>>>>>>>>>>>
>>>>>>>>>>> Begin forwarded message:
>>>>>>>>>>>
>>>>>>>>>>>> From: Christopher Frauenberger <c.fraue...@sussex.ac.uk>
>>>>>>>>>>>> Date: 2 July 2010 15:31:32 BST
>>>>>>>>>>>> To: Marco Gillies <m.gi...@gold.ac.uk>
>>>>>>>>>>>> Subject: Piavca stuff
>>>>>>>>>>>>
>>>>>>>>>>>> Hi Marco,
>>>>>>>>>>>>
>>>>>>>>>>>> great to see you last week, and also get to know Debs and little Penelope.
>>>>>>>>>>>>
>>>>>>>>>>>> Could you send me an example for morph targets please? Thanks!
>>>>>>>>>>>> And here comes my list of issues we ran into so far:
>>>>>>>>>>>>
>>>>>>>>>>>> * Vertex Buffer arrays:
>>>>>>>>>>>> As soon as you start using VBAs for anything else rendered in the same scene as the avatar, it all goes wrong. Sorry don't have any easy code samples, but it might be worth looking whether any client states were left un-closed in Piavca code.
>>>>>>>>>>>>
>>>>>>>>>>>> * Shader seems to only work reliably with nVidia cards on Windows (and on Macs of course)
>>>>>>>>>>>> GL version 3.2.9756 Compatibility Profile Context
>>>>>>>>>>>> Max number of vertex attrbutes 16
>>>>>>>>>>>> Max number of vertex uniform components 1024
>>>>>>>>>>>> Vertex Shader InfoLog:
>>>>>>>>>>>> Vertex shader was successfully compiled to run on hardware.
>>>>>>>>>>>>
>>>>>>>>>>>> Progarm InfoLog:
>>>>>>>>>>>> Vertex shader(s) linked, no fragment shader(s) defined.
>>>>>>>>>>>>
>>>>>>>>>>>> -> crash...
>>>>>>>>>>>>
>>>>>>>>>>>> * Related: nVidia card on macs under Windows (Boot Camp). This is probably the best one to start tracking the shader problem down.
>>>>>>>>>>> <Action engine start-up b4 adding flower.jpg>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> * I'll attach the avatar in two versions. The one is how I bought it (just exported to Cal3D) and this one crashes on Windows. My solution was to chop up the mesh in submeshes, then it worked (the other version). My problem now is, that for some reason I cant move anything on the right arm, so if you did: setJointOrientation(28, newOrientation) where 28 should be the right clavicle according to the skeleton file, you are moving a finger on the left hand.
>>>>>>>>>>>>
>>>>>>>>>>>> Thanks
>>>>>>>>>>>> Chris
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
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