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| Topic Started: Feb 15 2014, 07:38 AM (241,617 Views) | |
| HENDRIX | Jun 28 2016, 03:31 PM Post #1276 |
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The pterosaurs could only be effectively debugged with BFB models. |
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| Ulquiorra | Jun 28 2016, 03:40 PM Post #1277 |
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The Azhdarcho in the giant claw pack is a BFB Model, perhaps that could be used for an error test. |
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| velociraptor | Jun 28 2016, 03:57 PM Post #1278 |
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All Giant Claw content checked (all reptiles have BFB models). Spoiler: click to toggle
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| Denomon3144 | Jun 29 2016, 06:35 PM Post #1279 |
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Pick a god and pray!
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Since people reported bugs with the Megatherium and the pterosaurs, I thought I'd report a bug as well. Your marine reptiles such as Cymbospondylus and the Cruel Sea creatures never reproduce and if they are hatched from the Extinct Research Lab they never grow up. |
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| Paleodude | Jul 10 2016, 11:12 PM Post #1280 |
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ex-Krampus
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As people are continuing to report bugs I think I should probably report an APE II bug I found today. Animals with life stages with different animations (ex: tadpoles and frogs) can't be cloned into a new animal's coding as the program gets stuck with "Debugging [Animal Name]Tadpole.tsk". |
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| the dark phoenix | Jul 11 2016, 12:46 AM Post #1281 |
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King of wonderlandia
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Ape 2 also has problems debugging a lot of animals.It appears your work as well as stuff with your work or unrelated seem to have trouble debugging. Even AD animals like the secretary bird can't be cloned right.
Edited by the dark phoenix, Jul 11 2016, 12:47 AM.
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| HENDRIX | Jul 11 2016, 03:39 AM Post #1282 |
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See that's not an APE2 issue, because I can clone the Secretary bird just fine with APE2. You have some sort of broken hack with faulty XML syntax. Remove all that and then clone again. |
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| HENDRIX | Jul 15 2016, 09:26 AM Post #1283 |
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Updated APE2 with a better replacement method due to popular demand. Now when the original coding name is something like AcaciaCaffra_Savannah but sometimes only AcaciaCaffra is used, it will still be replaced. Also made the zoopedia creation and wikipedia lookup more robust. It is now somewhat suited for object zoopedias as well, however the positions and sizes of the boxes are probably wrong. Oh yeah and the latest thylacine tut is finally uploading Edited by HENDRIX, Jul 15 2016, 09:31 AM.
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| HENDRIX | Jul 21 2016, 10:17 AM Post #1284 |
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Those who animate perhaps have also been affected by this issue in blenders animation system: When you want anims to loop, the handles of the first and last keyframe are always horizontal, thus causing an unwanted break at the start/end of the anim. You can see the issue "in action" on the thylacine walkcycle, which just got revamped again, btw. Just slow down the speed to .5 or .1, and you will see how the raised left arm pauses while it should actually move past the right arm quickly. The effect is also prominent in still things, like standcycles. In theory you could always edit those handles manually, but that would take forever. So I wrote a simple script to calculate and set the correct handles for smooth curves. Before the script - horizontal tangents / handles: ![]() After the script - aligned tangents / handles: ![]() This script could possibly be expanded to make sure all anims have matching transition frames, and make sure all anims ease into their neighbours smoothly. Maybe later... Edited by HENDRIX, Jul 21 2016, 10:19 AM.
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| HENDRIX | Jul 22 2016, 08:47 AM Post #1285 |
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I've expanded the script to consider transitions and blend the different actions over the seams. For example, the Walk_2Stand anim: Coming from walk, the animal should have some speed, and later it should be static for stand. It should gradually decelerate, while with the original tangents it started with no speed, accelerated and then decelerated again. Before: ![]() After: ![]() Actually making the keyframes themselves match is not trivial, because you can not easily determine if the location of the last keyframe should be the same as the first, or if it moves inbetween. And lastly, doing that automatically could mess up the animations. Thus, you will still have to do that manually. Edited by HENDRIX, Jul 22 2016, 08:57 AM.
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| HENDRIX | Jul 24 2016, 08:24 AM Post #1286 |
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The tangent smoothing is now integrated in the action baking process. I also managed to speed up the BF anim export by about 15 %!
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| Moi | Jul 24 2016, 10:34 AM Post #1287 |
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لماذا ؟؟
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I downloaded the latest version of APE2, but when I open it gives me a message saying that it can't run on my PC. I have windows 10 on a HP Compaq dc7700 Convertible Minitower PC. |
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| HENDRIX | Jul 24 2016, 10:44 AM Post #1288 |
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I don't know where that comes from but I suppose it is a Python-related issue, so there's not much I can do, especially without more information. You can only try running the source files directly with python. |
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| Moi | Jul 24 2016, 05:31 PM Post #1289 |
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لماذا ؟؟
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Sorry, but as don't know a thing about software coding, I don't understand what do you mean. Do you mean opening the .py files with python ? Also I can't open any version newer than APE 2 V16(Though I'm not Sure I only tried with V17) |
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| HENDRIX | Jul 24 2016, 06:05 PM Post #1290 |
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Yeah. I simply can't tell you more without more information about the issue. |
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