[Bug?] Model flipped inside out when motion track is being played
by Ming-Yang Yu · in Verve · 10/14/2010 (9:54 am) · 4 replies
I made a motion track with the main player (LocalClientConnection.player).
However, when the track is being played, I found the model of the player flipped inside out and had a weired pose, if I set orientationMode other than FREE. See img151.imageshack.us/img151/1829/error01f.png .
When I switch to the first person camera, I found the coordinate axes are also flipped (becomes from right hand system to left hand system) and the terrain disappeared.
img808.imageshack.us/img808/7848/error02.png ( free camera )
img822.imageshack.us/img822/9651/error03.png ( 1st person camera, axes flipped, and terrain disappeared)
It seems that there is something wrong with the transformation of the main player.
Is this the bug of verve?
Any suggestion?
My environment T3D 1.01 + Verve 1.0
However, when the track is being played, I found the model of the player flipped inside out and had a weired pose, if I set orientationMode other than FREE. See img151.imageshack.us/img151/1829/error01f.png .
When I switch to the first person camera, I found the coordinate axes are also flipped (becomes from right hand system to left hand system) and the terrain disappeared.
img808.imageshack.us/img808/7848/error02.png ( free camera )
img822.imageshack.us/img822/9651/error03.png ( 1st person camera, axes flipped, and terrain disappeared)
It seems that there is something wrong with the transformation of the main player.
Is this the bug of verve?
Any suggestion?
My environment T3D 1.01 + Verve 1.0
#2
www.torquepowered.com/community/forums/viewthread/119085/1#comment-783531
10/18/2010 (11:13 am)
The only thing that has been said about any updates can be found here: www.torquepowered.com/community/forums/viewthread/119085/1#comment-783531
Quote:Hey guys, thanks for your patience.
Since Torque 3D is changing so dramatically between builds, it is hard for me to keep up with the time that I have for Verve. I assure you,
however, that there will be a Verve release for 1.1 final.
I have a local copy of Verve working for 1.1 beta, but it definitely isn't stable enough for you to use it in your work.
Sorry for such a delay guys.
#3
Is that fair?
10/18/2010 (11:12 pm)
If a large number of you would like me to convert many of the issues fixed in Verve's T3D 1.1 builds to Verve for T3D 1.0, I can do that for you. If there isn't a large enough call for this to take place, my time would be better spent bring Verve up to scratch with T3D 1.1.Is that fair?
#4
For new comers as me, we cannot download T3D 1.1 Beta1 or Beta2, and they are also too buggy to develop games for a small size studio. Therefore, we are forced to use Torque 3D 1.01 or 1.1 beta3.
However, the bug mentioned in my article is too serious and affects normally usage of Verve, therefore current states of Verver for 1.0 cannot actually work on T3D 1.0.
As mentioned in previous article, Verve for T3D 1.1 cannot compile on T3D 1.1 Beta3. If Verve cannot work on these two version (1.01 or 1.1 beta3), then we cannot continue our work.
10/19/2010 (2:57 am)
IMHO, it's better to provide Verve for the latest version T3D (ie. 1.1 Beta3 ) or stable version (ie. 1.0.1).For new comers as me, we cannot download T3D 1.1 Beta1 or Beta2, and they are also too buggy to develop games for a small size studio. Therefore, we are forced to use Torque 3D 1.01 or 1.1 beta3.
However, the bug mentioned in my article is too serious and affects normally usage of Verve, therefore current states of Verver for 1.0 cannot actually work on T3D 1.0.
As mentioned in previous article, Verve for T3D 1.1 cannot compile on T3D 1.1 Beta3. If Verve cannot work on these two version (1.01 or 1.1 beta3), then we cannot continue our work.
Torque 3D Owner Ming-Yang Yu
Hypaa
In VPathObject.cpp Line 296
Replace the original code:
// Y-Axis. VectorF yVec = mOrientation; yVec.normalize(); // X-Axis. VectorF xVec = mCross( VPath::gBezierUp, yVec ); xVec.normalize(); // Z-Axis. VectorF zVec = mCross( yVec, xVec ); zVec.normalize(); // Setup Object Transform. mat.setColumn( 0, xVec ); mat.setColumn( 1, yVec ); mat.setColumn( 2, zVec ); mat.setColumn( 3, ( mPosition + mOffset ) );to the counter part copied from Verve for Torque 1.1 Beta 1:// Y-Axis. VectorF yVec = mOrientation; yVec.normalize(); // X-Axis. VectorF xVec = mCross( yVec, VPath::gBezierUp ); xVec.normalize(); // Z-Axis. VectorF zVec = mCross( xVec, yVec ); zVec.normalize(); // Setup Object Transform. mat.setColumn( 0, xVec ); mat.setColumn( 1, yVec ); mat.setColumn( 2, zVec ); mat.setColumn( 3, ( mPosition + mOffset ) );Apparently, this bug has been fixed in Verve for Torque 1.1 Beta 1. However, the author didn't update the fix to Verve for Torque 1.0.
I found there is also the same situation for other bugs.
Does the author have any plan to update bug fixes to Verve for Torque 1.0?