|
Post by danimateit on Nov 22, 2013 11:45:47 GMT -5
I have a weird behavior where the all of the view-port agent feedback information disappears after the first frame of the animation. When I reset the animation, it looks fine on the first frame, but if I play or single frame forward it all goes away. Everything (sounds, action, HP, and vision). The toggles (either in the tray or the menu) have no effect. The updates of the brain viewer and transition map are all fine for any selected agent, and it appears all of my logic is working.
Even if I create another animation with the same OA, the same problem exists.
But the samples and other Sims that I have created work fine.
I could try rebuilding the OA, but I already have a lot invested in the logic, actions and transition maps. So I would rather not.
I would be happy to send you my file if that would help.
And on a related note, I have another simulation where the Maya file of the rig is very large (in Maya coordinates) and cannot be easily scaled. The view-port feedback stuff works there, but the action bars and their associated text is extremely small. Is this a bug, or is there a way to adjust that?
Dan
|
|
|
Post by Yeah YANG on Nov 22, 2013 20:49:33 GMT -5
Dear Dan, Thank you for your testing! We're sorry for bringing this such inconvenience~ Would you please check your agent's initial bounding box, that should be located the second node of Original Agent. Please send us your agent file for checking:) Maybe there is an OpenGL bug there, and we think we can fix it soon:) Please send it to: info@basefount.com Best regards!! --Yeah I have a weird behavior where the all of the view-port agent feedback information disappears after the first frame of the animation. When I reset the animation, it looks fine on the first frame, but if I play or single frame forward it all goes away. Everything (sounds, action, HP, and vision). The toggles (either in the tray or the menu) have no effect. The updates of the brain viewer and transition map are all fine for any selected agent, and it appears all of my logic is working. Even if I create another animation with the same OA, the same problem exists. But the samples and other Sims that I have created work fine. I could try rebuilding the OA, but I already have a lot invested in the logic, actions and transition maps. So I would rather not. I would be happy to send you my file if that would help. And on a related note, I have another simulation where the Maya file of the rig is very large (in Maya coordinates) and cannot be easily scaled. The view-port feedback stuff works there, but the action bars and their associated text is extremely small. Is this a bug, or is there a way to adjust that? Dan
|
|
|
Post by danimateit on Nov 23, 2013 11:17:23 GMT -5
Thank you Yeah!
I just sent you the file. BTW, there is a second problem with this file.
After I created the initial actions and decision logic, I imported 4 new actions (the four action with the word "stand" in the title). These actions work fine when invoked via decision logic, or with an action proxy. But I am unable to add them to the story. Very strange.
Dan
|
|
|
Post by danimateit on Nov 23, 2013 11:22:29 GMT -5
Oh, Also. I did check the OA bounding box as you suggested, but it seems fine to me. All of the bones and geo is entirely contained in the bounding box.
The only problem that I see is that this agent is a mouse. I recently added some actions that will cause the mouse to stand on it's hind legs. If it does those actions, I think it will raise it's head outside of the BB. I think I should probably make it larger. But I don't think that is the issue here, because I am not using any of those actions yet. I would like to use them, but I am unable to add them to the story logic.
Dan
|
|
|
Post by Yeah YANG on Nov 24, 2013 9:21:35 GMT -5
Dear Dan, Thank you for your feedback, The info disappear because you enabled the "tail partial dynamics". I'm sorry this should be an flaw, we can fix it soon on Monday:) Thank you! --Yeah Thank you Yeah! I just sent you the file. BTW, there is a second problem with this file. After I created the initial actions and decision logic, I imported 4 new actions (the four action with the word "stand" in the title). These actions work fine when invoked via decision logic, or with an action proxy. But I am unable to add them to the story. Very strange. Dan
|
|
|
Post by Yeah YANG on Nov 24, 2013 9:27:50 GMT -5
Dear Dan, They're cannot be added into the story list because the naming convention problem, the correct naming should be: xxx_action_mouse but your incorrect one is: xxx_action_loco would you please modify them back and then refresh the story list. Best regards!! --Yeah Thank you Yeah! I just sent you the file. BTW, there is a second problem with this file. After I created the initial actions and decision logic, I imported 4 new actions (the four action with the word "stand" in the title). These actions work fine when invoked via decision logic, or with an action proxy. But I am unable to add them to the story. Very strange. Dan
|
|
|
Post by danimateit on Nov 25, 2013 11:21:56 GMT -5
Yeah!!
Thanks so much for your help and quick response. Very impressive.
The little bug with the feedback dissappearing when partial dynamics is turned on will not be a big problem, as I can turn off the dynamics during the logic debug process. So no need to hurry a next release to fix things.
The action naming issue was a really stupid mistake on my part, I appreciate you helping out though.
I do have two more issues/questions.
It appears to me that action in the story list do not follow the rules of the Transition map. Is that the way it is supposed to work? So, I need to hard code any transitions into the story list.
I am having a hard time understanding the units for distance and rotation in the brain viewer. It appears to me that rotation units in a decision node are expressed in degrees per second, but when tracking them in the brain view, they display in radians per frame. Is that correct?
The distance is a bit stranger. It seems that the units of the "Sound Range" attribute on the agent and the sound.d channel in decision nodes is always expressed in cm. This is independant of the global Maya settings for distance units. But the brain view seems to always display distances in mm. Could this be correct?
Thanks again for a terrific product and great help.
Dan
|
|
|
Post by Yeah YANG on Nov 26, 2013 2:08:05 GMT -5
Dear Dan, Thank you for your feedback on partial dynamic visual info, that problem already been fixed. and we'll upload the new version in 2 days after we adding the "server force" new feature. About story list, I'm so sorry, currently the story list will fully take control the action playback list, so that the transition map parsing will be disable entirely. So I'm afraid you have to specify those transition one by one. Regarding the measurement cm/mm, and the unit in decision and brain viewer, we also found those flaws, we'll fix it up soon maybe next week Thank you so much for your testing! and feedback, really appreciate! Also hope those issues are not big problem, we'll try to improve asap. Best, --Yeah Yeah!! Thanks so much for your help and quick response. Very impressive. The little bug with the feedback dissappearing when partial dynamics is turned on will not be a big problem, as I can turn off the dynamics during the logic debug process. So no need to hurry a next release to fix things. The action naming issue was a really stupid mistake on my part, I appreciate you helping out though. I do have two more issues/questions. It appears to me that action in the story list do not follow the rules of the Transition map. Is that the way it is supposed to work? So, I need to hard code any transitions into the story list. I am having a hard time understanding the units for distance and rotation in the brain viewer. It appears to me that rotation units in a decision node are expressed in degrees per second, but when tracking them in the brain view, they display in radians per frame. Is that correct? The distance is a bit stranger. It seems that the units of the "Sound Range" attribute on the agent and the sound.d channel in decision nodes is always expressed in cm. This is independant of the global Maya settings for distance units. But the brain view seems to always display distances in mm. Could this be correct? Thanks again for a terrific product and great help. Dan
|
|
|
Post by danimateit on Dec 12, 2013 13:41:15 GMT -5
So happy to see this is fixed in the current realease! Woo Hoo!
|
|
|
Post by Yeah YANG on Dec 12, 2013 19:58:18 GMT -5
Hello Dan, We're going to release a fix version this weekend, and you problem will be solved in it:) Also we'll including the Render LOD inside:) Thank you! --Yeah So happy to see this is fixed in the current realease! Woo Hoo!
|
|