Alienhead Posted March 28 Posted March 28 The same process I have used since day one with Ultra no longer works and has rendered all my animations entirely useless. When importing a mixamo animation into the editor -- i now get this. I recall awhile back some people mumbling about the system not working when in actuality it worked flawlessly but was being used wrong., I can only assume you followed up on their complaints and decided to correct it when in reality it now appears to be broke as far as everything i created since my first day of beta. The process is simple, I export a model out of mixamo in tpose.. i then export an animation sequence out of mixamo and Load Animation in the editior. The above pic is the new results. Quote Alienhead Components and Software
Dreikblack Posted March 28 Posted March 28 Could be related to recent changes how models now loads (for faster loading) Quote
Alienhead Posted March 28 Author Posted March 28 Even models I havent touched and worked fine a few weeks ago. now look like this when animating. Quote Alienhead Components and Software
Dreikblack Posted March 28 Posted March 28 Same for me. Converted model for testing can be found here: https://github.com/Dreikblack/CppTutorialProject/tree/master/Models/Characters/Paladin Quote
Josh Posted March 28 Posted March 28 Hi, can you please provide a model file in its original file format that does not work correctly? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Alienhead Posted March 28 Author Posted March 28 Base + one animation sequence, original format. Sent private. ty Quote Alienhead Components and Software
Josh Posted March 29 Posted March 29 I think I know the cause. I removed bone scaling when loading files from the Leadwerks 4 model format to fix this problem: But it looks like that is causing more serious problems. Here is what your model looks like when I add bone scale back into animation keys. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted March 29 Posted March 29 I have updated the editor now. If everything works in there then this fix will be included in the next update. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Alienhead Posted March 29 Author Posted March 29 I just imported 4 anim sequences into the editor and the base model seems to take them just fine, everything is looking normal that is. That is, with newly converted mesh.. Everything prior to new conversions is messed up. But I suppose we'll just have to live with that, being beta and all. Quote Alienhead Components and Software
Alienhead Posted March 29 Author Posted March 29 Hold that last statement.. It's fine when I Load Animation into the model, but when I save the model then load it back up.. its whacked again. Quote Alienhead Components and Software
Josh Posted March 29 Posted March 29 I am seeing the same thing. There are two different versions of the MDL format, so if you save the MDL after conversion, you are saving it to the new format. Apparently there is some problem in that, but I am not sure yet where because the saving the loading code both appear to be including the animation key scale... I'm sure I will figure this out but it will take some more time. 3 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted March 29 Posted March 29 I'm going through all the bone data on the original and resaved models. So far everything matches up perfectly. Will continue looking to see where the error is... Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Solution Josh Posted March 30 Solution Posted March 30 On 3/28/2025 at 10:32 AM, Dreikblack said: Could be related to recent changes how models now loads (for faster loading) @Dreikblack wins the prize for best clairvoyant debugging. (The boneindices elements are each an unsigned char.) mesh->m_vertices[v].boneindices[0] = stream->ReadShort(); mesh->m_vertices[v].boneindices[1] = stream->ReadShort(); mesh->m_vertices[v].boneindices[2] = stream->ReadShort(); mesh->m_vertices[v].boneindices[3] = stream->ReadShort(); //stream->Read(&mesh->m_vertices[v].boneindices[0], 8);// No, no no no! https://www.leadwerks.com/community/topic/68279-animations-messed-up/ 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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