Horde3D

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PostPosted: 23.04.2009, 15:11 
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Joined: 01.11.2008, 11:51
Posts: 12
Location: Croatia
Hi!

I have a head model with morph targets. When applying weight to them the model, in lack of a better words, shatters. It seems that the number of simultaneously applied morph targets doesn't affect the strength of the anomaly. Hoewer, the number of morph targets which the model has defined increases the shatter effect. If it has one morph target, it works fine. For 2, the artifacts are noticeable, and the more i increase their number it shatters more.

Model:
http://img242.imageshack.us/my.php?image=neutral.jpg

Model with 1 morph target defined and applied:
http://img411.imageshack.us/my.php?image=1morph.jpg

Model with 5 morph targets defined and 2 applied //if i apply only 1, it looks almost the same
http://img177.imageshack.us/my.php?image=5morph.jpg

Model with 78 morph targets defined and 2 applied:
http://img411.imageshack.us/my.php?image=78morph.jpg

Has anyone encountered something similar or has any clue why this happens?

Thanx!


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PostPosted: 23.04.2009, 19:12 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Which modeling software are you using?


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PostPosted: 24.04.2009, 10:00 
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Joined: 01.11.2008, 11:51
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Location: Croatia
I use 3DS Max 2009, and Collada Nextgen exporter.
At first i experienced problems during export - max would freeze and the export file grew until i shut it down by force (with nextgen and default max colalda exporter). It happened for the model which had morph targets "embedded". So i extracted those morph targets and reattached them while leaving the morph target meshes (but hidden). In this way the exporter(s) work fine.


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PostPosted: 24.04.2009, 10:25 
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Joined: 13.11.2007, 11:07
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Location: Germany
Marciano told me yesterday that he supposses that you might not weld the vertices?

[edit] perhaps that tutorial might be helpful, although I haven't tested the result myself for compatibility with collada exporters and Horde3d: http://www.3dtotal.com/team/Tutorials/b ... tach_1.asp


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PostPosted: 27.04.2009, 14:46 
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Joined: 01.11.2008, 11:51
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Location: Croatia
Thanx. I'll try that.
So, you think that this is not a issue of the engine? I will focus on max and the collada exporter than. If i discover what went wrong i will post it here...


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PostPosted: 27.04.2009, 15:14 
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Joined: 13.11.2007, 11:07
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Location: Germany
Although we haven't ported Alfred to Beta3 yet, Morph Targets are heavily used in this project and we didn't have those issues. So I guess the problem is not in the engine. But I can't guarantee that, since there may be changes in Beta3 that might have introduced some problems. But so far you are the only one who's reporting those problems, so I guess it's a problem with the model itself or the conversion process.


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PostPosted: 27.05.2009, 08:50 
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Joined: 08.04.2008, 14:05
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We have a similar problem with morph targets when exported with Beta 3. They are completely messed up. When we export it with Beta 2 and apply the changes for Beta 3 manually it works like it should.


Update:

When I convert with Beta 3 I get these warnings:

Maybe two faces point in opposite directions and share same vertices
Warning: Geometry has zero-length basis vectors
(...)
Maybe two faces point in opposite directions and share same vertices
Optimized geometry for vertex cache: from ATVR 1.715 to ATVR 1.617

Which I do not get with Beta 2.


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PostPosted: 27.05.2009, 14:41 
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Joined: 08.04.2008, 14:05
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I made two screenshots. Both are using Horde3D Beta 3. Alfred on the left is exported with Horde3D Beta 2 and manually adjusted to Beta 3. And Alfred on the right hand side is exported with Horde3D Beta 3.


Attachments:
picture1.png
picture1.png [ 317.31 KiB | Viewed 11421 times ]
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PostPosted: 27.05.2009, 21:24 
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Joined: 10.09.2006, 15:52
Posts: 1217
Thanks for reporting this problem, it is fixed now in the svn trunk. The problem was related to the geometry optimization and must have existed in previous versions as well. You probably had geometry optimization disabled before.

The warnings that you see are are not critical and were just not shown in Beta2.


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PostPosted: 28.05.2009, 08:20 
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Thanks a lot :-)

marciano wrote:
You probably had geometry optimization disabled before.


That's indeed possible.


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