Hey Max,
That's an interesting phenomenon you've noticed. I've not taken a
look at any TF2 anims closely but i've not noticed this in any of the
animations I've done for our game.
This is an idle animation in HLMV (sdk 2007 version)
http://www.youtube.com/watch?v=kHYTQVuIHk0
This is the same animation in XSI
http://www.youtube.com/watch?v=DNIFWFuEd8Y
On 16/10/2011 3:44 AM, Maxime Lebled wrote:
Hello!
I've been hitting a really odd problem when making movies with the
Source engine — any bone that uses position in an animation will have
precision issues.
It happens on every HLMV and engine version, including Portal 2 and
the "leaked" Source Filmmaker (though it can solve the problem because
it can smooth animation curves)
• Example in Source 2009 HLMV
<http://www.youtube.com/watch?v=cvZB016D39c&feature=relmfu>
• Example in Portal 2 in-game <http://www.youtube.com/watch?v=X_rbEHNULhE>
Here's what I've been able to see:
• It doesn't come from the SMD/DMX exporter of the 3D package used to
animate (it happens with sequences from 3ds Max and Blender). Here's a
screenshot of a camera animation's SMD reimported after export in the
3ds Max curve editor <http://img.maxofs2d.net/screenshots/nr9im5.png>:
it looks perfect in there, but does the jitter effect in-engine.
• Using different versions of StudioMDL to compile the animations does
not solve the issue
• Raising the framerate of the sequence does not affect the issue
• The "snapping" effect does not seem to increase (or at least not
very much) at really big offsets (it happens at xyz 10 as much as it
does at xyz 2,000)
• And last the thing that I find really confusing: it seems that it is
only a playback issue, since the sequence SMD that comes out after
decompiling its compiled version is identical — no decimals were
chopped off (always 6 after the comma, no matter the offset) or
anything of that kind.
Do you have any idea of what could be causing this, and whether it
could be fixed? (the only alternative would be switching to Source
Filmmaker, but it's not released officially and the leak is buggy, so
that's a no-go for me)
/~Maxime Lebled <http://www.maxofs2d.net/>/
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders