2 registered members (AndrewAMD, chrissierra),
1,306
guests, and 9
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Should animation in MED look the same as in the game?
#237637
11/21/08 06:10
11/21/08 06:10
|
Joined: Apr 2005
Posts: 69
Goodberry
OP
Junior Member
|
OP
Junior Member
Joined: Apr 2005
Posts: 69
|
Hello,
I have an animated character that I'd like to use in my game. I'm importing him from Maya into Med, and saving to .mdl. I'm using bones animation.
My problem is that there are pretty big differences between how the animations look in MED and how they come out in the game. For example, when the character blinks in MED his eyelids rotate down and cover the eyes. In the game however the lower edge of the lid looks like it is translating forward while it rotates down, and the eyes poke through the lid when the eyelid is closed all the way.
Another example is a smile: During the smile the eyebrows move slightly, but the eyelids don't move at all. This plays correctly in MED, however in the game the eyelids move forward when the smile plays.
I'm also noticing that in MED itself the rendered character looks slightly different from the wireframe display in the orthographic windows. I.e. in the wireframe views some parts of the mesh are clearly not moving at all, but the rendered 3d view exhibits motion in those parts.
I'm testing all these animations with this command: ent_animate( my, "smile", my.anim_percentage, ANM_CYCLE);
So here are my questions:
Does MED use the same (basic) rendering algorithm as the game?
Has anyone seen this kind of thing, and if yes, do you know why this occurs? Are there workarounds or solutions?
I'd appreciate any help or hints anyone might have. Thanks.
|
|
|
Re: Should animation in MED look the same as in the game?
[Re: Goodberry]
#237642
11/21/08 07:47
11/21/08 07:47
|
Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
|
Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
|
in fact they are same, but there is no lights in med so it's not visible.
3333333333
|
|
|
Re: Should animation in MED look the same as in the game?
[Re: Goodberry]
#237782
11/22/08 09:42
11/22/08 09:42
|
Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
|
Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
|
a lot of diffrent things can cause this, your skins, yourmodel,...
3333333333
|
|
|
Re: Should animation in MED look the same as in the game?
[Re: Quad]
#237831
11/22/08 19:23
11/22/08 19:23
|
Joined: Apr 2005
Posts: 69
Goodberry
OP
Junior Member
|
OP
Junior Member
Joined: Apr 2005
Posts: 69
|
right... could you give me a hint as to where to start looking? What about the skin or the model would cause these differences? .. With the eye poking through the eyelid I would guess that the eyelid's skin is just too close to the eye, and the z order gets reversed, maybe due to some rounding thing the engine does. That's easily testable and fixable. But I'm really pretty stumped as to what about my model could be causing the other things I'm seeing. Like, what would cause the lower edge of the eyelid to appear much lower in the game than in MED: As you can see, in the game the eyelid actually cuts into the cheek, while in MED it isn't even closing the eye fully. This is the same frame of the animation we are looking at.
|
|
|
Re: Should animation in MED look the same as in the game?
[Re: Goodberry]
#256454
03/16/09 21:06
03/16/09 21:06
|
Joined: Jul 2005
Posts: 192 Orange County
silencer
Member
|
Member
Joined: Jul 2005
Posts: 192
Orange County
|
Hi Goodberry,
Did you ever find a solution to this problem?
AMD 64 x2 4400+
2048mb DDR3200
NVidia 6800GS 256mb
Soundblaster Audigy 2
A7 Commercial 7.07
|
|
|
Moderated by mk_1, Perro, rayp, Realspawn, Rei_Ayanami, rvL_eXile, Spirit, Superku, Tobias, TSG_Torsten, VeT
|