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Topic: fragmo works in win 2000? (Read 8663 times)
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hike1
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I'm running Win 2000, I installed all 3 versions 91, 87, 70. 91 loaded once, then after it was 'fragmotion has created errors and will be closed by windows'. However 070 loads O.K., only when I try to load the jarjar.ugh it gives 'unsupported file format'
I have a win XP machine I keep just for these occasions, 87 does work on it, at least it loaded once. Anyone running this on Win 2000?
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hike1
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K, I can use 091 in Win 2000, I just install it every time, and I found the , (comma) key rotates bones, so far so good, next, is there an 'in place' mode for the .bvh skeletons who run all over the lot?
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fragmo
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I'm running Win 2000, I installed all 3 versions 91, 87, 70. 91 loaded once, then after it was 'fragmotion has created errors and will be closed by windows' Try deleting the ui.xml file from the fragMOTION folder and running them again. If this allows it to run one more time without errors could you please send me the ui.xml file at support at fragmosoft dot com. However if this doesn't fix the crash you could try switching to the other renderer (either direct3d or opengl) http://www.fragmosoft.com/fragMOTION/Help/Tutorials/RenderConfig.htmlThe 'unsupported format' error in version 0.7.0 is probably because you tried to load an .ugh file from version 0.8.5 or later. is there an 'in place' mode for the .bvh skeletons who run all over the lot? Not exactly, if you really needed to you could delete the translation keys on the hip. Sounds like a feature I need to add
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hike1
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I deleted the ui.xml's in 070 and 091, 091 loads now, but 070 still gives 'fragmotion has created, blah, blah..' That 'delete hips' works, the bvh is in place.
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fragmo
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The ui.xml is recreated everytime you run fragmotion to store preference settings and customized ui objects like the menus and toolbar. It sounds like there is an error in the xml that's causing the crash, although with version 0.7.0 there may be another cause as well. Is there any chance that you could send me the ui.xml generated by version 0.9.1 so I can debug this?
thanks, dave
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Vampyre_Dark
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Center and rotate your mesh, then you can just move the bones to where you want them.
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hike1
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QUOTE: What would be the procedure to get this skeleton scaled and rotated so it's the same size and orientation as the mesh? At least the same size. Center and rotate your mesh, then you can just move the bones to where you want them. UNQUOTE As Mr. Fragmo says- Use the Transform/Transform Options in the menu to rotate the mesh, and position the mesh to stand at (0,0,0). Then you can use the Bone/Move Object tool in the Tools pane to reposition the bones to fit the mesh. The Bone/Auto Assign function in the menu will get you started with the rigging. z is green! y red up jar jar faces positive z green right click and drag to select all the keys, use the double arrows in the key number type in and set all, ok http://terrymorgan.net/virgil_bvh_3.zip 725k, I just used 'auto assign' he looks OK for auto assign in Frag, but in ogre mesh viewer he's all warped, I got these results in Blender when the bones weren't connected. Is there something in Frag to 'connect all bones' maybe like 'weld all verts' Weirder is that he looks oriented properly in ceguimeshviewer, but is flat on his face in Neoaxis mesh viewer. Neoaxis' rotates everything 90 on Z anyway, but that's the 1st time they've ever disagreed that much. What's the difference between an .arg and an .ugh? 2. If I import a .3ds with UV's and a texture map, is there a way to get the mapping into Frag?
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fragmo
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Is there something in Frag to 'connect all bones' I don't know what you mean here, could you elaborate a bit? What's the difference between an .arg and an .ugh? .ugh is the native format for fragMOTION, .arg is a simpler legacy format for fragMOTION which was the native format for versions before 0.5 2. If I import a .3ds with UV's and a texture map, is there a way to get the mapping into Frag? Importing .3ds should load the mesh along with uv's, textures and materials, are you having problems with this?
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hike1
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Quote: I don't know what you mean here, could you elaborate a bit? Quote
In Blender, there's an option for 'Connect' bone as well as parent/child, you can have an unconnected parented bone apparently, however, Ogre bones have to be all connected and linked. There must be a glitch in the bvh's to make the mesh go bananas like that, they LOOK all connected.
3ds textures, I don't know how to load a 3ds's texture, I put it in the same directory as the 3ds, textured view is gray.
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fragmo
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There must be a glitch in the bvh's to make the mesh go bananas like that, they LOOK all connected. Make sure all the bones are inside the mesh, if any are outside the results can look pretty odd I don't know how to load a 3ds's texture, I put it in the same directory as the 3ds, textured view is gray. Open the textures pane, if the thumbnail for the textures is a checkered grid then the file path for the texture is not set correctly or the file doesn't exist.
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hike1
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Check http://terrymorgan.net/bvh_frag.zip again 562K I think I have all his bones inside the mesh in the 1st frame, can't they ever leave the mesh? I just used auto assign verts, think that might matter? Another question is importing SMD's I made in Max 3.1, the animation is hosed, the arms are at right angles to the body, exactly the same as importing into Milkshape, I guess this is because the reference smd's skeletons don't match the animation skeleton smd's? Because the ones that match, animate correctly. Couple of questions about Ogre.mesh.xml, 1. I have the texture showing, but how do I get an ogre material happening, does Fragmotion write one? 2. How would I put multiple animations into the ogre.mesh.xml file? I still have to reinstall every time I run it but if I can get my old Max 3.1 stuff into ogre format, that'd be great.
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hike1
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I can see the texture in ceguimeshviewer, but every animation is the Die animation, I just 'merge animations', do I have to specify a start frame/end frame for subsequent animations, say if 'die' was 1-15, and walk had 30 frames, I'd go to frame 16 and end at 45?
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fragmo
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I think I have all his bones inside the mesh in the 1st frame, can't they ever leave the mesh? I just used auto assign verts, think that might matter? They can leave the mesh, but in most cases the animation tends to look better if the bones are inside. I guess this is because the reference smd's skeletons don't match the animation skeleton smd's? Yes, they must match I still have to reinstall every time I run it but if I can get my old Max 3.1 stuff into ogre format, that'd be great. Make sure you only have one version of fragmotion installed. I know for a fact that having 0.7.0 and 0.9.1 both installed will cause major problems. I'll get back to you on the other questions.
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Pages: [1] 2
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