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PostPosted: Sat Feb 18, 2012 1:04 am 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 805
I checked your test character.

The rotation order in some nodes in your character is eEULER_ZXY. It seems like it corresponds to YXZ in Lightwave (looks like Lightwave swaps Y and Z axis when exporting to FBX).

The problem with scale when using COLLADA export is related to non-unit scales used in joints of your character. Current version of iPiStudio cannot handle non-unit scales of joints.

You should be able to fix the problem with scale by changing your character to use unit (exactly 1.0) scales for joints.


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PostPosted: Sat Feb 18, 2012 7:02 am 

Joined: Tue May 24, 2011 9:05 am
Posts: 53
OK.

Can you tell me exactly what you mean by "non-unit scales". Is this something "under the hood" of the joints themselves, or is it meant to mean that the joints don't have a scale channel value of 1.0? Cos if its the latter, then for sure they are al set to 1.0 for scale on x, Y and Z. Neither any of the joints, nor parent items, or anything else anywhere in the hierarchy has some other scale value... or at least, doesnt in LW.

So could this potentially be something thats happening in LWs fbx export step, similar to the rotation order swap?

cheers.

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PostPosted: Sat Feb 18, 2012 9:40 am 

Joined: Tue May 24, 2011 9:05 am
Posts: 53
After thinking some about the mismatch things you're finding, I had another play at booting and converting things in a more backwards order, and managed to get a ncie simple-ish exchange going. viewtopic.php?f=3&t=5853

Still a couple lil hoops, so perhaps there might be room to make some changes for smoother support? The video also lets you guys see some of the other lil convention things that iPi does, like the joint naming, so there's different lil opportunities to get an even smoother operation with LW out of iPi.

cheers.

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PostPosted: Sat Feb 18, 2012 10:07 am 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 805
RebelHill wrote:
Neither any of the joints, nor parent items, or anything else anywhere in the hierarchy has some other scale value... or at least, doesnt in LW.


The test character has non-unit scales in default joint transforms. (This is not directly related to scale channels in animation).

By the way, thanks for your feedback about interoperability with LW. In future versions of our software we will try to take it into account.


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PostPosted: Sat Feb 18, 2012 1:10 pm 

Joined: Tue May 24, 2011 9:05 am
Posts: 53
Ok, if its not a scale channel thing, then Im not really sure what it is you mean... must be something in the written fbx that you've no control over... so I dont know of any way to make that correction, or alteration... hence the collada step in the video, which I guess must rewrite that stuff (as well as it would seem the rotation orders). A collada exported direct from LW though doesnt work in ipi... you get another rotation order error and the character doesnt load.

At least there's some way of doing it atm without too much fuss.

Perhaps its worth reporting to the LW devs, there may be something they can tweak in their fbx exporter to be nicer friends with ipi.

cheers.

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PostPosted: Sat Feb 18, 2012 5:00 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
I'm curious but what is the difference between Motion Builder FBX and iPi FBX? Just wondering since we can use FBX data exported from Motion Builder with Lightwave rigs just fine.

Sorry, I haven't taken the time to look myself yet, but is there an option to make iPi Studio write out 'Motion Builder' FBX? If not, can it be added?

G.

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PostPosted: Mon Feb 20, 2012 10:07 am 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 805
Upon closer inspection, your test character actually has joint scales set to 1.0. I was wrong.

It seems like we have a bug somewhere in COLLADA export code. We will work to fix it in future releases.


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PostPosted: Tue Feb 21, 2012 7:32 am 

Joined: Tue May 24, 2011 9:05 am
Posts: 53
Michael Nikonov wrote:
Upon closer inspection, your test character actually has joint scales set to 1.0. I was wrong.

It seems like we have a bug somewhere in COLLADA export code. We will work to fix it in future releases.


smashing, cheers v much.

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PostPosted: Tue Jul 03, 2012 6:51 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Michael Nikonov wrote:
FBX allows seven different combinations of euler angles. The eEULER_XYZ is most commonly used.
Current version of iPiStudio only supports eEULER_XYZ.
We are working to support other angle combinations in future versions of iPiStudio, but it will take some time since heavy 3D math is involved.

Support for all angle combinations is introduced in iPi Mocap Studio 2.0.0.134.


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