To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Landing Gear behave is inconsistent in the model-viewer and in the game.
i stumbled over this while i created a lower detailed gear, everything looked fine in the modelviewer, but when i use the ship in the game the animation is messed up.
(collada is truely how one stated? collada-dom, it's inconsistent in itself i assume, download a player for collady models, each will show the models different, one plays animations one not but should, another one messes up rotation of instanced objects and forth...)
something else, i've read in the wiki "blender messes up the material names"
:nea:
blender exports it proper:
MATERIAL NODE = "name-material", MATERIAL = "name".
it just gets interpreted wrong, not exported wrong (immer sind's "die anderen").
to document this behave (tested with the latest build):
this is how the model appears in the MV with a different gear landing gear for LOD 1, LOD 2 and 3 use the same, amount of keys is of course the same.
it works in proper direction and is to see in all LOD's.
top view
now when i get me the ship in the game i get this landing gear
(besides if i remove the lo-poly gear everything is alright).
already when docked it appears like this, the pistons rake out of the hull
while there is nothing on the bottom side where a gear should be
the only thing from my side i can imagine is a different matrix for either one.
nonetheless, surprisingly there is no error/problem in the MV, which otherwise (should) tells me it's ok.
this since you know i prefere .x meshes for the gears because the "conrod shit" doesn't works else, the problem is a proper keying for constrained objects.
while the dX exporter simply writes what blender plays back, if the key has a rot/loc/scale value or not, if a key is set it will be written.
---
maybe someone has a good idea to solve this, maybe i oversee something.
the rotational values work fine for the constrained objects if you use visual keying, but translation get's messed up by each key you set.
without translational values the pistons won't move (for a collada and even if you use the recent export script of blender for direct x)
else i wouldn't use dx meshes.
why the whole shit gets messed up i can't imagine, with each key you set for translation the constrain changes or vice versa, however it's a mess.
Yes, I have also seen some collateral damage from last fluffyfreak optimizations. Some models of buildings cause rare mistakes. Example: Bld_ffed3d1
Andy is working hard lately. But I think he's crazier than Gernot + walterar 😆
I did some optimisations to the animation a while ago, didn't realise there was anything broken but I think I can imagine how it would be.
I'll try to take a look asap.
"I'll try to take a look asap."
Mmm ... You remind me of those politicians who promise things for votes. :codemafia: 😀
I'm also open to bribery! 😀
Ok, I can't repeat the problem on my machine but after taking a look at the old optimisation I did I have created a PR that removes it.
walterar it would be great if you could test it out, or build exe's for Gernot to try. I'm afraid that I have no more time tonight for anything else.
Andy
@Gernot Unfortunately I have no way (yet) to compile for Mac. You can execute this?