Game Development Community

Visibility Mesh Help

by Adam Wilson · in Artist Corner · 06/04/2007 (8:49 am) · 16 replies

I have a mesh that I would like to have 2 animations associated to it I will call it VisibilityON and VisibilityOFF.

2 key frames per animations
VisibilityON frame 1 = visibility 0.0 - frame 2 = visibility 1.0
VisibilityOFF frame 1 = visibility 1.0 - frame 2 = visibility 0.0

But unfortunately right now in exporter. 0.94 all animations start at frame 1 is there a way around it with out exporting out the DSQ?

And this is how I got the visibility animation to export out buy adding a bone and marking the frames with in the acetone in order to get it to recognize and name the animation right does this sound right?

#1
06/04/2007 (12:35 pm)
Second problem I am looking at is how do I do different meshes for that specific action?

Example.. need the MeshA visibility to go with sequence "A" ,and MeshB visibility to go with sequence "B"

I am assuming that I will get both MeshA and MeshB in both sequence "A" and "B". Instead of having them separate?
#2
06/04/2007 (4:10 pm)
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#3
06/05/2007 (6:45 am)
Thanks..

I assumed that is how it worked and I did a test module and it worked great.. but as soon as I jumped into my module that need all the visibility mesh animations working it will not export out with the visibility mesh the gui crashes it looks to do it when the Actions are being saved out.(progress bar)

I upgraded to blender 2.44 and in hopes to fixing this problem but now I can't get the exporter to load the gui.. so I can't tell you what the log says.

EDIT:
Whent back to 2.43

Compiled with Python version 2.4.
'import site' failed; use -v for traceback
Checking for installed Python... No installed Python found.
Only built-in modules are available.  Some scripts may not run.
Continuing happily.
Could not import exception traceback module.
Dumping output to file 'C:Dtorque2007\StrykerIAV\blendersetup\IAV_reSkin6-1-07
_EXPORT.log'
No Registry and no text objects, must be new.
Could not import exception traceback module.
Dumping output to file 'C:Dtorque2007\StrykerIAV\blendersetup\IAV_reSkin6-1-07
_AnTextues.log'
Exporting...
Dumping output to console
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\Common_Gui.
py", line 1166, in button_event
    c.onAction(evt, curMousePos, -1)
  File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\Common_Gui.
py", line 513, in onAction
    control.onAction(evt, newpos, value)
  File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\Common_Gui.
py", line 152, in onAction
    if self.callback: self.callback(self)
  File "<string>", line 1314, in guiBaseCallback
  File "<string>", line 825, in export
  File "<string>", line 485, in process
  File "<string>", line 705, in process
  File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\DtsShape_Bl
ender.py", line 1306, in addSequenceMaterialIpos
    if self.meshes[self.objects[i].firstMesh].mainMaterial == None:
AttributeError: DtsMesh instance has no attribute 'mainMaterial'
#4
06/05/2007 (7:41 am)
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#5
06/05/2007 (7:49 am)
I dint' have "Alpha" buton selected in the "Map To" tab.. small detail big fix..

Thanks again..

EDIT:
Texture has a Alpha Chanel in the PNG. But the rest of the meshes work..
#6
06/05/2007 (8:34 am)
It did work sort of but now it isn't.. I am very stumped.. everything is seat up right.. and when I did get it to export tout I never could see the mesh when I played the animation..
#7
06/05/2007 (8:58 am)
It did work sort of but now it isn't.. I am very stumped.. everything is seat up right.. and when I did get it to export tout I never could see the mesh when I played the animation..
#8
06/05/2007 (8:58 am)
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#9
06/05/2007 (9:29 am)
Here is a link.. I got read of the rest of the mesh didn't need it and so you don't have to weed threw all that was going on.. the animations that I am trying to get to work is brakelight ..
link
#10
06/05/2007 (1:36 pm)
Quote:so you need a unique material on each mesh that you want to animate independently

is there any way around this..

Example: have 2 meshes textured to one marital to save on memory and then you would like only one mesh to have the visibility animation.

I need to fined a way to make this happen with shared textures.
#11
06/05/2007 (2:48 pm)
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#12
06/05/2007 (6:03 pm)
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#13
06/05/2007 (8:02 pm)
I will try that tomorrow.

Idea:

Quote:I'm open to suggestions as to implement it in the exporter

this may not be the simplest way to do visibility meshes for meshes that share the same texture / multiple meshes with different textures but it may get the wheels turning on how to get this implemented.

Add in a buttin in the sequence tab that go with export, Dsq, Blend, Cycle (add Visibility) and then on the side you would have to turn on what mesh you need to have the visibility exported out.

I don't know what it takes to make a plug in so like I was saying just going to throw ideas out at you and if it sticks good if you don't like it my feelings will not get hurt.


Thanks for the help..

EDIT:

The Fix worked........ THANKS
#14
06/06/2007 (8:37 am)
My Mock Up

members.cox.net/monwilson/21csi/mockUP.jpg
#15
06/06/2007 (8:54 am)
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#16
06/07/2007 (6:58 am)
Sounds good.. thanks again for your help..