Wind animation flaws
by Duion · in Torque 3D Beginner · 02/02/2013 (8:40 am) · 16 replies
If you paint something for wind animation and activate it, the vertexes tend to split the heavier the wind gets, which can look ugly sometimes, is there a way to avoid that? I followed the tutorial for vertex painting.
About the author
http://www.duion.com - Human Paradigm Specialist
#2
I give you a quick guide for blender, switch to vertex paint with viewmode solid, then switch paint mode to "add", then select black and select the whole model and make "set colour" this will make everything black, then you can paint red and blue, but only the leaves and it will work in game, but make sure you paint pure colours like r:1 g:0 b:0.
02/02/2013 (10:49 am)
It works with blender, i use the newest version and its not the values, if you set the values very low, you likely will not see the faces splitting, but if you look close they do almost always.I give you a quick guide for blender, switch to vertex paint with viewmode solid, then switch paint mode to "add", then select black and select the whole model and make "set colour" this will make everything black, then you can paint red and blue, but only the leaves and it will work in game, but make sure you paint pure colours like r:1 g:0 b:0.
#4

There you can see a branch that is splitted along the edge of the brush while heavy wind settings, just wanted to know if this is supposed to be normal or if its a bug or can be avoided somehow.
02/03/2013 (12:56 pm)
I have not much idea about this code stuff, but i can show you a picture what i mean: 
There you can see a branch that is splitted along the edge of the brush while heavy wind settings, just wanted to know if this is supposed to be normal or if its a bug or can be avoided somehow.
#5
I just found out that an original unmodified Torque with the default tree does not have this bug, so you may be right with that, but i still do not have any idea what is going on there and what the "special circumstances" are, that cause the corruption.
Can i just replace the piece of code mentioned in your link, recompile and everything will be fine? I am not a programmer and don't want to mess something up.
02/03/2013 (2:48 pm)
@SteveI just found out that an original unmodified Torque with the default tree does not have this bug, so you may be right with that, but i still do not have any idea what is going on there and what the "special circumstances" are, that cause the corruption.
Can i just replace the piece of code mentioned in your link, recompile and everything will be fine? I am not a programmer and don't want to mess something up.
#6
You should also avoid painting the trunk which will give you all kinds of weird trunk vibrations and trembling.
02/10/2013 (12:32 pm)
When painting the vertex colors you should avoid using different greens on parts which are connected. The green color is to add diversity to different branches and each branch should have its own value for green, staying the same within the branch. You should also avoid painting the trunk which will give you all kinds of weird trunk vibrations and trembling.
#7
Otherwise this cannot be a solution, or you have an idea how you can apply the vertex paint exactly in a acceptable amount of time?
You would have to seperate each individual branch/leaf and chose an exact amount of green, then paint it, then join it again, then seperate the next one, select an other amount of green, paint the thing and join it again, then repeat this a few hundred times and you are done with one tree.
This method will also exclude using other software to generate trees or scripts that multiply branches or leaves for you.
I believe the colour that causes the splitting is blue, thats why i left out blue in my first tree and it worked all well. You can check for yourself, thats an accurate painted tree, but without blue/fluttering of leaves. Maybe you can download it, load it and paint some blue and see what happens. You can download it here
02/10/2013 (2:12 pm)
Had the same idea some time ago, too and made some foliage painted exactly and yes they were much more resistant to splitting, but they did also at some point if you increase the wind. I believe its not only the green, but every time a colour changes inside a mesh, its a potential cause for splitting.Otherwise this cannot be a solution, or you have an idea how you can apply the vertex paint exactly in a acceptable amount of time?
You would have to seperate each individual branch/leaf and chose an exact amount of green, then paint it, then join it again, then seperate the next one, select an other amount of green, paint the thing and join it again, then repeat this a few hundred times and you are done with one tree.
This method will also exclude using other software to generate trees or scripts that multiply branches or leaves for you.
I believe the colour that causes the splitting is blue, thats why i left out blue in my first tree and it worked all well. You can check for yourself, thats an accurate painted tree, but without blue/fluttering of leaves. Maybe you can download it, load it and paint some blue and see what happens. You can download it here
#8
Sorry for the late reply. My question is this; why are the two sides of the branch separate meshes? I have only seen the splitting effect when meshes are not properly welded together. I am just asking out of curiosity.
Ron
02/20/2013 (3:34 pm)
Duion,Sorry for the late reply. My question is this; why are the two sides of the branch separate meshes? I have only seen the splitting effect when meshes are not properly welded together. I am just asking out of curiosity.
Ron
#9
Some say it's some kind of memory corruption when loading dae to dts, with second layer of UV or vertex paint, but I still do not know what causes this.
02/20/2013 (4:02 pm)
They aren't, all models I use consist of one mesh, they just seperate when fluttering of leaves effect (blue vertex colour) is applied.Some say it's some kind of memory corruption when loading dae to dts, with second layer of UV or vertex paint, but I still do not know what causes this.
#10
03/19/2013 (6:33 am)
Just discovered that even if every mesh is painted the exact same color and strength this still happens.
#11
Afaik Blender 2.67b does not export vertex colours correctly, this causes the strange behaviour you were experiencing. I had the same issue on some palm trees I was using in our game. I think it's something to do with the way it exports the green channel.
Use Blender 2.66 to export your tree and see if it fixes the issue.
07/15/2013 (1:54 am)
Sorry to dig up such an old thread; this was a really annoying issue.Afaik Blender 2.67b does not export vertex colours correctly, this causes the strange behaviour you were experiencing. I had the same issue on some palm trees I was using in our game. I think it's something to do with the way it exports the green channel.
Use Blender 2.66 to export your tree and see if it fixes the issue.
#12
If its too visible tune down the parameters in the forest editor for that forest mesh.
If you create a material map for a dec tree don't place branches (or twigs) exactly in the centre of planes, but a little bit off. This way it will be less visible; they don't split open but the twigs (or leaves) get a bit separated instead.
Of course a fix would be a better solution, but until then...
07/15/2013 (4:47 am)
It is not a blender issue. Also Collada files exported from 3ds max have these issues. Mostly its the way the shape is constructed.If its too visible tune down the parameters in the forest editor for that forest mesh.
If you create a material map for a dec tree don't place branches (or twigs) exactly in the centre of planes, but a little bit off. This way it will be less visible; they don't split open but the twigs (or leaves) get a bit separated instead.
Of course a fix would be a better solution, but until then...
#13
Edit: going to test out RC 2.68 now and see if it's still there.
Edit2: looks like it's fixed in the latest Blender (2.67.1, r57908)
07/15/2013 (5:30 am)
All I know is that the problem appeared when I upgraded to .67, exporting from .66 completely fixed it for us. Here is an export I did a few minutes ago:Edit: going to test out RC 2.68 now and see if it's still there.
Edit2: looks like it's fixed in the latest Blender (2.67.1, r57908)
#14
07/15/2013 (6:13 am)
mmmm... I should try using Blender I guess...
#15
07/15/2013 (6:29 am)
Try importing a mesh that has the issue back into Max/Blender and take a look at the vertex painting; mine is completely white (full movement).
#16
However, my plants are much better now with Torque 3.0, now they split much less or not at all, did not check it that exactly.
07/15/2013 (7:42 am)
No, that is a new bug that was introduced with blender 2.67 or so, blender 2.65 was fine with exporting vertex colors, I reported the bug, but they said it is already known and going to be fixed.However, my plants are much better now with Torque 3.0, now they split much less or not at all, did not check it that exactly.
J0linar
Would like to ask wich version of Blender u use, since my attempts at exporting a vertex painted tree/model (with the latest Blender) end up with 0results - as in nothing moves.