PVRShamanGUI visual artefacts for Blender animation

This topic contains 9 replies, has 3 voices, and was last updated by  Joe Davis 3 years, 3 months ago.

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  • #31749

    Hi,

    I am exporting a running animation from Blender for a MakeHuman character. It looks fine in Blender, but after export I can already see some problems in PVRShamanGUI, which of course will reproduce on my iPhone. So the problem seems to be in the export.

    Hereby some PVRShamanGUI screenshots, you can see what I’m talking about at joints, at the right under arm and at the left leg:

    The 1st problem:

    The left under arm looks much better:

    The 2nd problem:

    The right leg looks much better:

    And here is the effect in the application, more visible for the left leg:



    The mesh seems to be strangled at joints. Any ideas why this is happening?

    #38852

    There seems to be a problem with the inline images, you can view them here: https://www.dropbox.com/sh/abeonq259f7e81u/AAC5wDh8tSFXhoSadhh7mMWCa

    #38853

    I’ve got a fix for this issue, or at least a workaround. The animation should start with the rest pose, then nothing bad will happen with the mesh along the animation. Now I just need to rethink the animation repeat cycle, but that shouldn’t be a problem.
    Some screenshots with the fix: https://www.dropbox.com/sh/635atsfopz57dlk/AADBjNBhnQN3BdXjFXVITYira
    Hope this helps someone else too.

    #38854

    Joe Davis
    Member

    Glad to hear you’ve found a solution 🙂

    Do you mean that the cause was the animation loop process? To loop animate with the POD format, the first and last key frames must be identical.

    Thanks,
    Joe

    #38855

    Hi Joe,

    The problem also reproduces without animation at all (just pose the character in a couple of frames). The first key frame of the animation should be the same with the rest pose (the position of the character in edit mode) in order to avoid such problems with the mesh. I don’t understand why because it works in Blender without this constraint. Anyways, I’m glad it works, but I cannot have the rest pose as part of the running animation loop, so I will have to loop programmatically. I’m using the POD file in Cocos3D.

    Cheers!

    #38856

    Joe Davis
    Member

    Hi,
    Thanks for the clarification.

    If you can share a .blend file that reproduces the issue and the exported .pod by attaching them to a support ticket, I can ask the PVRGeoPOD lead to look into the problem for you.

    Thanks,
    Joe

    #38857

    Hi,

    Sorry I was off for the weekend, so I created a ticked this morning: https://pvrsupport.imgtec.com/ticket/115

    Thanks,
    Andrei

    #38858

    warmi
    Member

    I believe POD is actually using frame 0 as the rest pose ..

    // Back transform bone from frame 0 position
    GetWorldMatrix(mTmp, NodeBone);

    I think thought this should be automatic (hidden) by the exporter – the actual animation should start at frame 1 etc …

    #38859

    Hi Warmi,

    Thanks for the suggestion. I just saved the rest pose at frame 0, but still works as before. I shifted everything one frame to the right so that the rest pose is at frame 1 and the animation starts at frame 2, and works fine now. So this will do for the moment, I can extract and repeat just the run cycle in the cc3 code.

    #38860

    Joe Davis
    Member

    Hi Andrei,

    Glad to hear you have a workaround 🙂

    Thanks for sharing your files with us. I’ve reported BRN49190 against PVRGeoPOD to investigate the frame 0 animation issues.

    Joe

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