Shaky Animations
by Brian M · in Torque 3D Professional · 10/02/2010 (1:31 pm) · 11 replies
I am using the new material animations instead of the IFL, and after about 45 minutes the animation starts to shake and get a little fuzzy, by about 1 hour they get very shaky and fuzzy blurred. I have to restart the game to reset the animations.
Has anyone else had this happen.
"Bring back IFLs Please"
Has anyone else had this happen.
"Bring back IFLs Please"
#2
10/02/2010 (8:05 pm)
Should we start a petition ?
#3
sounds like the kind of bug that may lead to fixing or improving other components of the engine.
10/02/2010 (8:45 pm)
bring back IFL animations and fix the fuzzy texture problem. obviously some kind of noise is being introduced into the texture uv transforms. sounds like the kind of bug that may lead to fixing or improving other components of the engine.
#4
10/03/2010 (12:37 am)
I think the already said they were bring back an IFL type solution. But to be honest, If I can setFrame, stop, start, reset, playbackwards at x speed and playforwards at x speed. I don't really care what they call it.
#5
Are they just constantly accumulating the texture coords, causing floating point inaccuracies to stack over time? That's what it sounds like with it taking so long to bug out...
Wouldn't the proper fix for that just be setting known values for texture coords instead of accumulating the difference between them?
10/04/2010 (6:00 pm)
shaky/fuzzy how?Are they just constantly accumulating the texture coords, causing floating point inaccuracies to stack over time? That's what it sounds like with it taking so long to bug out...
Wouldn't the proper fix for that just be setting known values for texture coords instead of accumulating the difference between them?
#6
I am setting up the images just like the material system lets you, I have 4 frames so I set it to 4 frames. As to setting the known values for texture coords, I don't see were to do this in the material editor.
Any ideas how to set the values would be appreciated.
And EB, we should start a petition, at the very least they could give the road map to putting IFLs back in, untill something better comes along.
Consider me signed up.
10/04/2010 (10:51 pm)
Hi Bryan,I am setting up the images just like the material system lets you, I have 4 frames so I set it to 4 frames. As to setting the known values for texture coords, I don't see were to do this in the material editor.
Any ideas how to set the values would be appreciated.
And EB, we should start a petition, at the very least they could give the road map to putting IFLs back in, untill something better comes along.
Consider me signed up.
#7
Just dug through VERY briefly (so I may be wrong here, but...)
The way it does the animation is:
1) Get the time (this is a constantly accumulated float....hello floating point inaccuracies)
2) Multiply that by the frames/sec to get the integer frame
3) Multiply that by the frame size
4) Get the current texture offset, and add that frame-offset
This seems odd as both the frame offset accumulates, AND the time constantly accumulates which first of all seems like it'd be double offsetting the texture...
Either the mAccumTime in materialManager is hitting the point of losing precision (which at the 45-60 min mark might be right) or the very tiny offsets to the UV scrolling are after enough small adds offsetting by enough of a pixel to make the animation "soft/blurred" due to texture filtering
10/04/2010 (11:24 pm)
It's nothing you can fix from the editor...it looks like it's an issue in the code...Just dug through VERY briefly (so I may be wrong here, but...)
The way it does the animation is:
1) Get the time (this is a constantly accumulated float....hello floating point inaccuracies)
2) Multiply that by the frames/sec to get the integer frame
3) Multiply that by the frame size
4) Get the current texture offset, and add that frame-offset
This seems odd as both the frame offset accumulates, AND the time constantly accumulates which first of all seems like it'd be double offsetting the texture...
Either the mAccumTime in materialManager is hitting the point of losing precision (which at the 45-60 min mark might be right) or the very tiny offsets to the UV scrolling are after enough small adds offsetting by enough of a pixel to make the animation "soft/blurred" due to texture filtering
#9
It should be rather easy to fix... waiting for QA to log it.
10/05/2010 (2:02 am)
Quote:Are they just constantly accumulating the texture coordsThat seems like the most likely culprit... accumulation of tex coord offset and/or time breaking precision over long play sessions.
It should be rather easy to fix... waiting for QA to log it.
#10
Also do you know the limitation of these animated textures so far it seems that not more than 16 frames and better at 8 frames.
11/23/2010 (1:20 am)
Hey Tom, any idea were I should look in the code for the Tex coords, maybe I can fix this one myself. Any help would be appreciated.Also do you know the limitation of these animated textures so far it seems that not more than 16 frames and better at 8 frames.
#11
12/18/2010 (12:29 am)
Me having the same problem... This is really something we need a fix for, but unfortunately not good at doing that job...
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