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VOXEDIT: animation export to vxl differs #537

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mgerhardy opened this issue Oct 24, 2024 · 3 comments
Open

VOXEDIT: animation export to vxl differs #537

mgerhardy opened this issue Oct 24, 2024 · 3 comments

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@mgerhardy
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vengi-animation-2

Chaser with Legs.zip

The attached model was animated by FS-21.
The legs are imported from the model "RA3 Stingray" and the Author is "Salted Old".
The body & turret is from the model "Foehn's plasma cutter Boat" and the author is "FrysArk01".

@FS-21
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FS-21 commented Nov 12, 2024

Hi, I ended making the animation with another (old) open source C&C tool so I share here the final result for comparisons (if that helps for discover what happens), I also doubled the number of keyframes for making it a bit more smooth:

chaser-demo-02

Because the original unit was a bit big the size was decreased a 20% in the HVA file, maybe when the Vengi's animation is exported this data isn't checked?
Just a though I had, I don't remember if the unit's size of the first file in this topic was modified.

image

Here is the zipped voxel and hva files I modified in that old tool for studing the problem:
CABAL's Chaser ship, final version.zip

@mgerhardy
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animating on changing pivot get reversed when exported as vxl to the default value resulting offsets in frames

@mgerhardy
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the 1/12th scale is just meant to bring it to pixel size on screen, but that assumption is constant by the engien
what matters is that the hva movement is based on leptons
and those don't change if the voxel is shrunk
leptons are a cell based measurement
a voxel canvas can be off center physically, but wherever the 0,0,0 is is the rotation point

so the reason helis are tricky is that for example the rotor can be offset to the correct lateral/height position using the voxel offset, but could also be offset further using the hva position, those two can be in opposite directions too for even more fun
but like I say voxel offset scales with voxel shrinkage
hva positioning doesn't
because that's lepton based

the voxel offseting +/-
for a ground unit, the voxel is always offset so that 0 or near enough is the bottom layer
this is technically a flying ground unit since it lands
also it looks like you are only scaling the body with bounds and not the rotor sections
each will have their own shrinkage
they can't all be assumed to be the same

Bildschirmfoto vom 2025-01-13 19-59-19

mgerhardy added a commit that referenced this issue Jan 14, 2025
the 1/12th scale is just meant to bring it to pixel size on screen

a few more details can be found at issue #537
mgerhardy added a commit that referenced this issue Jan 14, 2025
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