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CryEngine 3 Master Thread

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  • joeriv
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    joeriv polycounter lvl 7
    The crytiff plugin should be in your cryengine/tools folder, it shouldn't be a seperate download.
    If it isn't there send me a pm, I'll send you a dropbox link.

    Questions (since the wiki is down):

    -Where can I find the cfg file to store certain console commands (re-entering them on every restart is getting tiresome)

    -I have a light that is surrounded by a mesh, that mesh is a glass material.
    It's casting shadows (wich is good), but it isn't keeping in mind the opacity of the glass, it just sees it as a solid mesh.

    -now I just have 1 light that casts shadows and a very low strength, and then 1 copied right on top of it with a decent strength and no shadows wich fixes it, but as I understand overlapping light's aren't the best idea in a deferred renderer (especially if I start adding some bounce lights/brighten up some corners i'll always have 3 lights overlapping), so being able to change the shadows strength seems better here, but cant' find it.

    And is there a way to have some softer shadows/get blurrier the further from the source/shadow casting mesh.


    -Is there a way to have some sort of toggle on all the materials in the scene to change them to 1 other material and back.
    Or is there some sort of "lighting only" mode like UDK has
    (goal is to basicly have my whole scene a lightish grey diffuse to see my lighting only).
  • jgibz
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    jgibz polycounter lvl 16
    joeriv wrote: »
    The crytiff plugin should be in your cryengine/tools folder, it shouldn't be a seperate download.
    If it isn't there send me a pm, I'll send you a dropbox link.

    Questions (since the wiki is down):

    -Where can I find the cfg file to store certain console commands (re-entering them on every restart is getting tiresome)

    -I have a light that is surrounded by a mesh, that mesh is a glass material.
    It's casting shadows (wich is good), but it isn't keeping in mind the opacity of the glass, it just sees it as a solid mesh.

    -now I just have 1 light that casts shadows and a very low strength, and then 1 copied right on top of it with a decent strength and no shadows wich fixes it, but as I understand overlapping light's aren't the best idea in a deferred renderer (especially if I start adding some bounce lights/brighten up some corners i'll always have 3 lights overlapping), so being able to change the shadows strength seems better here, but cant' find it.

    And is there a way to have some softer shadows/get blurrier the further from the source/shadow casting mesh.


    -Is there a way to have some sort of toggle on all the materials in the scene to change them to 1 other material and back.
    Or is there some sort of "lighting only" mode like UDK has
    (goal is to basicly have my whole scene a lightish grey diffuse to see my lighting only).

    Thanks for the reply, joeriv! I thought maybe this was the case but was looking in the the bin64 folder and not the tools folder.

    1- Use autoexec.cfg to execute commands on runtime.

    I'm not very familiar with lights my self :(

    4- You could create a material with a grey .dds and then select everything in your scene and apply the material. Not as convenient as you shouldn't save the scene afterwards, but it would work for some screen caps.
  • cainy
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    cainy polycounter lvl 5
    Hey people

    I just wanted to quickly post my problems here see if anyone has a solution, I have also posted on crydev forums here

    http://www.crydev.net/viewtopic.php?f=315&t=104663&p=1201001#p1201001

    Waiting for replies, but never hurts to look in 2 places :)

    So I am attempting to make my own rig (I am using 3ds max biped, it can use agent SDK animation library, but for this method I have disabled it in the scripts). The problem is that our model doesnt entirely fit the proportions of SDK agent mesh, so the bones pop back into their original positions while in game, that causes some nasty distortion on the eyes.

    This is my original message on crydev forums

    Anyway, there has been some changes to how I would like to approach the rig now. Since the model needs to conform perfectly with SDK agent rig, for example her eyes would need to be in exact same place as SDK agent rig eye bones, that is not the case for our model and some distortion is in effect.

    http://i.imgur.com/HC6dBnc.png

    To me this seems to be weight pulling as the bones are resetting to their original positions in game. Its a shame that the rig also reads position data, not just rotation data, therefore any model that does not fit the SDK agent rig proportions will have distortion.

    So I decided to approach it with my own animation library and setup, I am using these sources.

    http://seithcg.com/wordpress/?page_id=1338

    viewtopic.php?p=884355

    My first problems appear when I create my own custom animations, the rig flips 90 degrees to the right and goes up in the air.

    http://i.imgur.com/5N19gAd.png

    I have an idle animation and a walk animation. The rig moves through space in maya in the walk animation, but in CE3 it does not. Instead it moves on the spot, in midair. Applying it in Locomotion Group Editor does not work either, the idle animation turns green light on, but it does not play once in game. So the rig seems to be pretty broken with some other bones shooting off into the air as well. I had to manually create a Locomotive_Locomotion bone, maybe that is the problem.

    I got rid of the main SDK agent animation library, because it distorts the model, so all I have now is a model moving through space in game, but without any animations. If you guys know what I should do next or some other sources of information I would appreciate if you share that.

    Appreciate any help guys, thanks!
  • cainy
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    cainy polycounter lvl 5
    Hi

    Im trying to get it working through 3Ds max pipeline, but once I try to expot a simple skeleton I get this

    http://i.imgur.com/0HVGOTi.png

    Then I change the bone affect limit from 20 to 4 only and I get this

    http://i.imgur.com/pyK8aLg.png

    CE3 would not open the skeleton, any solutions?
  • cainy
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    cainy polycounter lvl 5
    I keep battling "animation has no speed" error in the locomotion group editor.

    http://i.imgur.com/2Ay6ZkZ.png

    The Bip01 bone is moving through space in maya and in engine, but the slot never goes green. However the walk animation that i did on the previous test rig that got left out doe work...

    http://i.imgur.com/Nu4CmbK.png

    I checked them both and they have the same Bip01 moving through space, but one gets accepted and another one doesnt, can somebody explain to me why?
  • antweiler
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    antweiler polycounter lvl 8
    I use the setup with a locator locomotion (in maya), and the root motion works fine.
    http://docs.cryengine.com/display/SDKDOC3/Setting+Up+the+Locomotion+Locator
    I read somewhere, that the Locator Locomotion isnt necessary anymore, but i stopped trusting the Cryengine docs a long time ago.
  • cainy
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    cainy polycounter lvl 5
    I used the very same method as well. Just created a joint and parented it to Bip01.

    I tried copying one of the existing bones and making that the locomotion bone, didnt change anything either. It did not work without it as well.
  • cainy
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    cainy polycounter lvl 5
    Heyy peeps I discovered a solution to the deformations on the model caused by factory preset bone locations on the SDK agent skeleton!

    So adjusting the sdk skeleton to your model is not really that useful if your model is not of equal proportions of the agent model, otherwise the adjusted positions of each bone will just pop back to their preset locations during gameplay therefore distorting the model. I had bad eye distortion because the eye bones would jump back to where they were supposed to be, so eyes were looking bad.

    Solution to that is to duplicate the existing eye bones, rename them to something different and apply skin of the eyes to these new bones and take off the weight from the old eye bones so they do not affect the mesh anymore.

    http://i.imgur.com/SDZGcpz.jpg

    Here you can see where the old eye bones jump to and how the new created bones stay in place holding the eyes in place. Old eye bones are still part of the skeleton, but they do not affect the mesh. So with this simple fix it is possible to replace the sdk agent mesh with your own mesh with minimal distortion.
  • stigglewiggle
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    stigglewiggle polycounter lvl 5
    nice helpful videos
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