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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Today, 06:52 AM

#5308292 Exported animation is deformed, how to fix it?

Posted by on 27 August 2016 - 07:32 PM

But I guess most of the blender options don't work with assimp. I tried to use "copy rotation", "copy location", in order to copy the rotation of the forearm into the rotation of the hand, the animation works perfectly in Blender, because when I rotate the forearm, it rotates the hand bone too, but when I export it to collada and load it with assimp, it fails hard when using assimp.

Remember that IK, Drivers and constraints are often not supported when exporting and some times your engine won't have options like these. Most exporters will attempt to convert it into a animation if it can, check your exporters and game engine to see what is supported.


Even with .fbx files imported to Unreal, the IK needs to be rebuilt because it doesn't agree with Blender. It's often better to do these things in the game engine.


the hand is cut from the arm when I move it. What is the simplest stupidest conclusion that a primitive mind like mine can come up with? Oh no, the bones were disconnected!!!   That's why I just started Blender, loaded the project, clicked the hand bone, then shift+click the forearm bone and I just pressed Ctrl+P and clicked CONNECT to connect the hand bone with the forearm bone and now everything works perfectly fine.    Can you believe this? I spent days on this, WHOLE DAYS 

Good to see that you fixed it, this should also be useful to other game developers with the same problem.



How are you building your rig that the bones are disconnected?


The way Blender expects you to work is that you use Shift-A to add a Armature, then go to edit mode. Now when you want to add a bone don't copy the first one, use the E-key to extrude a new bone, it will be connected. Ctrl+LeftClick will also extrude a new bone, using the pointer as the target.

The W-key will give you a specials menu where you can divide a bone, useful for spines.


Never scale a bone in edit mode and always turn off the "Inherit Scale" option(It's broken, It's been reported).



When I first started with Blender I found these rules hard to follow because I used other 3D software first, however once you start using it you will understand it. Because rigs also "break up" when working with them it's a good idea to do a stress test before exporting.

#5308252 Exported animation is deformed, how to fix it?

Posted by on 27 August 2016 - 12:19 PM

Two reasons this would happen: 


First, your bones have more weight groups on a single vertex than the importer checks for. This is rare and often only happens with self made importers.


Fix this by using a different exporter/importer DirectX(.x) should work. (.fbx) is the best, there should be importers for assimp some place on the internet.

Fix this by hand painting the weight in Blender, check that no vertex is assigned to more than two bones. This is the worst solution as it limits animations.





EDIT: Someone said that it's because the animation is complicated ( inverse kinematics and stuff )

This is the second problem.


Fix it by animating your model with the IK complex rig. Then in Blender, after your model is animated, go to the key frame and press the I-key to capture the frame. When Blender shows the list of capture options use "Visual LocRotScale".

It's important that it's one of the "Visual" options as it will capture the frame exactly as it looks in Blender.

After doing this for each key frame, delete the IK bones, drivers and all other unessential data.


What you should have now is just deforming bones and key bones, the animation should still act the same even with no IK bones.


Note: make a backup of the file before using Visual capture data, it interferes with other animation types. Backup your file again before deleting the IK bones and such.




If you want I could give a more detailed explanation using images.

#5307553 Does anyone have any advice for my unique situation?

Posted by on 24 August 2016 - 02:41 AM

and the possibility of someone actually having the capacity to make my games if they wanted to does exist... How do I go about even doing that?

So I'd really like to know, if there is any way for someone like me to find a way to make their games... how do you do that?


You can make the game yourself, if the design is as good as you say people will see it even if it has bad art. Once people can see how it plays they will be interested, just taking your word for it won't work.

Dwarf fortress is a good example, a great game with bad graphics and controls.


You first need to prove there is oil before people will dig for it.


A persons word and design document means almost noting. I only do freelance work for people who can show me they made a game or have a design document, even then only one out of eight ever get to the point where the game is lunched.


You know, this was a lot easier in the old hobbyist game industry where they just hired game designers to design their own games for them.


The hobbyist game industry moved, it's now stationed in the Indie market, where a single mistake doesn't cost millions and people can be more open with ideas.



But how do you even go about finding anyone who might be interested?


Only I can make them, nobody else has the knowledge required to do that.


The only way is to find my own funding for it in some way, and there aren't going to be any existing game companies that would ever be interested.  By that I mean that there is no such thing as "being hired as a game designer to make your own games".


So, now... how do I even try to do that?  VC doesn't pay attention to "one person with an idea" no matter what the story is.


So I am back to Rube, which is definitely not looking good so far in ever getting anyone to so much as even look at that, either. 

At least I have that to think about if I can't find a more direct path to giving that Cold War game the "AAA" production it actually deserves


Making "AAA" games is expensive and a single mistake from any one of the staff can cost millions, a mistake from the game developer could ruin lives.

The "AAA" industry can't effort to gamble on a idea that has no prove of working, you can't blame them for not working on every idea proposed to them.


The problem is that every person in the world has a good game idea, every one of them.

If you ever want your idea made, then you will either have to prove to those who can make it that it's better than their ideas, or make it yourself.


Have you ever considered that their ideas is better than yours?

If that upsets you, then just remember that every time you ask them to work on your game idea, instead of there own, you are saying that your idea is better than theirs. It's up to you to convince people you already insulted that your ideas is worth making.


If that is the case, then I am still looking for some way for a whole new company to be created around me as the only way of making it happen.

The only way this can happen is for Lost Art Studios to be made real.  So, now... how do I even try to do that?


Making a company before you made a game is like putting cart before the horse, make a game that can fund a company first. A company that can't pay for it's own running cost can't pay for a game.



 One of those side games was designed specifically to be an Indie project, but because of that is very simple and does not demonstrate my unique style of game design and the "Rube" that creates.


A good design doesn't need bells and whistles to be good.


Only Sid Meier can make Sid Meier's games, only Steve Cole can make Steve Cole's games... and on to infinity.


I knew it! Ubisoft is practicing dark magic, how else did they make "Tom clancy's the division"  :o

The fact is a game is made by a team, just because your name is on the box doesn't mean it's yours.


In the end unless a developer makes every thing by themself, their name doesn't deserve to be in the Title. When ever some one else makes any thing for your game, they will influence it and change it from your original idea.

#5306967 Which Software?

Posted by on 20 August 2016 - 09:40 PM

I dont think i will use photoshop as i will have to pay for it to use at home (so i believe), so im looking into Gimp. But can Gimp be used to create animations for 2d and textures for 3d models in the future? As in the future i will be using Blender for 3d.


Yes you will have to pay for Photoshop. Gimp is a great alternative as it can do 90% of what Photoshop can when it comes to making art assets, I have Photoshop and still use gimp for fast editing.

Photoshop has a patch tool that is great for making tiled textures and removing artifacts and is the only reason I believe it's better than Gimp.


Photoshop and Gimp can make animations however it isn't the best tool for the job, that is why so many 2D animation software exist.

If you are learning Blender then you can use it for your 2D animations, you will just do your rendering in 2D. Blender is a better animation tool than some payed 2D animation software and is the best free 3D animation software.




Also are Gimp and Inkscape pretty much same thing?


No Gimp uses pixels and Inkscape uses vectors.



Basically Incskape is between Blender and Gimp.

Vectors are great for making the base of a texture as you can scale it and define basic colors and gradients for your texture.




Basically i dont want to learn 3 programs that individually do each thing so photo editing, 2d models and 2d animation when 1 program would do all of that.

Just think how huge such a program would be.


Photoshop is attempting to be that software with all of it's addons, it can be expensive to buy the addons and you won't use them allot. With each addon the loading time of Photoshop increases up to a point where you don't use it because it takes forever to start.

At the moment I only have the Quixel addon and still when just inverting a texture or adding some thing simple I use Gimp instead. When I open Photoshop it means I am doing textures and nothing else.


In the end you will be using lot's of different software, you stop noticing it, Gimp and Blender is the best staring software there is.



For making game assets I recommend: Gimp, Blender(3ds Max if you are rich and don't know about 3D software.), Photoshop, Zbrush(Not necessary), Marvelous designer and Krita(For stylized textures).

Sketchup is good if you struggle with other 3D software.

#5305867 Recommed a Alternitive to Photoshop that has ACTIONS?

Posted by on 14 August 2016 - 10:16 PM

The free alternative to Photoshop is gimp, it can do %90 of what Photoshop can.


There is lots of ways to do what you ask in gimp, just search "gimp automate tasks" or "gimp record macro".

It's going to be more difficult than just using Photoshop, that how free things work, when you pay for software you pay for convenience.



I use both Photoshop and Gimp, it's handy to have them as Gimp is better for fast editing.

#5305605 What is the exact correct normal map interpretation for Blender?

Posted by on 13 August 2016 - 02:47 AM

If you just used the default setting you are halfway correct.


First you need to set your bake setting like this image



Here I moved to meshes away to show the poly count. When your baking option is "Selected to Active" as I use here you must overlap the two meshes to bake the normal map.

First select the low mesh, confirm it has a texture assigned and then holding shift select the high poly mesh and bake.


The problem you describe happens when:


You don't divide the low poly model into triangles, before baking.(most common)

Blender bakes the normal map for a quad model, then on import to your game engine the model is converted to triangles, completely changing the normal of the mesh. This causes dents or smoothing of flat faces, as the normal map no longer agrees with the mesh.


You use a 16 bit color depth .png instead of 8 bit.

For some reason this can make Blender bake a inverted normal map, no idea why.

Quick fix use only Targa files.


Your game engine and Blender doesn't share the same normal map axis.

Because openGL uses (X,Y,Z) for normal and DirectX uses (X,-Y,Z) some openGL engines will attempt to do it the directX way to make things simple for Max users.

You can check this by inverting the green channel of the normal map.


When baking your low poly mesh doesn't fully overlap the high poly.

It's common practice that the low poly mesh used for baking is slightly larger than the high poly mesh, this works better with ray tracing.

To do this make a copy of your low poly mesh that is unwrapped, move it over the high poly, go into edit mode, use Alt-S to fatten the model and bake. After bake apply the normal map to the original low poly mesh.

This will help prevent artefacts, most of the time you can use the Bias setting to get the same result. This is just better for objects that haven't been exploded yet.


You didn't set both of the meshes to smooth when baking or importing.

This will cause a problem if the mesh used to bake the normal map is smooth or flat, however the one in your engine isn't smooth or flat.

This depends on you exporter and what you want.

Quick fix, use a other exporter and never use the Directx(.x) exporter as you will need to edit it as a text document to fix.


There is many more reason this could happen, it would be nice if you uploaded a image showing the model in Blender and one showing it in your engine. Also uploading the texture will help.

#5304919 Blender+Unity Tutorials

Posted by on 09 August 2016 - 11:18 AM

Free tutorials will cover piece by piece, to use them first attempt your model, look at the things you don't understand and then google that item.

So if you make a sword and realize you don't know to get textures on it, you can search how textures work.


Then you will find that a single object uses many textures and you can search Diffuse, Albedo, Specular, Gloss, Normal, Ambient occlusion and Emission maps.

Learning how these textures work and UV mapping, will cover 40% of what you need to know of 3D modeling.


After you know how to make 3D models, then lookup how to use them in Unity.


If you are looking for a foothold start here:



Need to learn Blender first, start here:



For high quality tutorials look here:


And remember that tutorials for other software will work in Blender if you understand how Blender works.



You an also ask for help here.  :)


There are many courses that will explain from start to finish how to make game models, they are expensive and intended for people who want to be 3D modelers, not really aimed at game developers.



Some of Futerpoly tutorials are available for free on the web, so you can first watch a few before buying.

#5303495 Only 12 Enemies, And My Fps Drops To 30, Why Is That?

Posted by on 01 August 2016 - 10:39 AM

It reads like you hit your geom limit, some times known as a object limit.


Lucky it is easy to test, double the poly count of the animated model and note the frame rate, then use a very low(100 polygon) animation model an note the frame rate.

If you still run at the same frame rate with low polygon models and high polygon models, give or take a frame or two, then it's the geom limit.


If you get low frame rate no matter the poly count it is often the geom limit or the shaders in my experience.



PC graphic cards can only render so much objects at real time, this is known as the geom limit or object limit. You can batch models into one model to use less objects or you can use instancing.

For animation objects you want instancing as dynamic batching can be very hard and unpredictable.



The problem is that this can be many things from draw calls to bad programming, modeling and many other things.

#5302047 Light/glow Fx In Unity

Posted by on 22 July 2016 - 05:15 PM

In Unity you can just use a emission texture, to get actual light you will add a light object to the scene.


In Maya again you add a emission texture. You can also add a blue sprite over the render and use a "add effect". Can also be done in post processing.

Easiest way to do it in Maya is just to add a bright blue light with some smeared blue billboards.


This is a easy to achieve effect with hundreds of ways to do it .



If you want I can upload a example for you, I know I am not good at explaining.

#5300979 How Much Complicated Would It Be To Create Real-Time 3D "point And Click...

Posted by on 16 July 2016 - 07:43 AM

ironically it will take you the same time to make pre-rendered scene as it will take to make a full game ready scene.


For a game ready scene the flow will be like this:

Tessellation mapping. -> quick block model -> High model -> Low model -> UV unwrap -> Baking textures -> Texturing = Low poly model -> Build level using low poly models


For a pre-rendered scene it's like this:


Tessellation mapping. -> quick block model -> High model -> UV unwrap -> Texturing = High poly model -> build level with high poly models -> render -> Map level to a plane.



As a rule of thumb it will take your 3D modeler a day to make a model. Things like chairs and desks will be fast, with the 3D modeler making several in a day other models will take much longer with the most complex model taking four days.

Once your art style is clear to the modeler they will know where time can be saved.


In the end it will depend on what you want, pre-render scenes can be rendered at a high quality except you lose in effects like shadows and has to be viewed from mostly fixed angles. Game ready scenes can be viewed from anywhere and is easier to do collisions and most game engines is optimized for it, shadows and lighting will work as it does in most games.



The larges deciding factor here will be what style you want, also if you plan on using a PBR engine like Unreal you could build very realistic game scenes.

#5300880 Slavery, Include Or Not?

Posted by on 15 July 2016 - 06:11 AM

Eh, a quite popular game, Mount & Blade, which spawned sequels (the more polished M&B Warband, upcoming M&B 2) and spinoffs (M&B Viking Conquest, M&B Napoleonic Wars, etc) has "slavery".   You can just capture people at the end of each battle. Sell them to "slave drivers" in the cities, which gladly tell you exactly what they do with the people (ask for ransom, if no relative pays up, sell them as slaves somewhere). Literally no actual consequence beyond maybe some companions (iirc) kinda disliking it. But thats it. Its a nice source of gold in the early game.




Everyone knows the primary purpose of mount&blade's slave system was to force hundreds of forest bandits to join you and do a robinhood playthrough.   At least that's what I did.


I think why it worked for Mount and blade was because it was a versatile mechanic. It started as a way to make a small amount of money or as a way to gain recruits you couldn't hire. Later in the game the capture mechanic is used to ransom kings, this had it's own advantages and disadvantage as ransom kings could later be recruited by your king creating a enemy or friend depending on your actions.


In the end not many people used the capture system in Mount and blade to make money, because there where a lot of more profitable ways to get money.





Include it, but let "others" deal with it, not the player. This would be dishonest. Slavery wasnt done by only "evil men", it was done by almost anyone and every nation.

Slaves where held by both fair and dishonesty men, however only the cruelest and heartless captured and shipped slaves.

It's believed that at least half if not more slaves died during transportation by sea. Livestock trade by ocean is expensive, even more so when they are fragile two legged humans who eat the same food and can spread disease.


Slaves where often left to starve to allow the crew to eat, the sick where killed to prevent epidemics, the crew was brainwashed and taught that the slaves where less than human to prevent mutinies and the woman where some times used to reward the crew.


Then there was the dilemma of keeping your "stock" in good condition as malnourished slaves would die and with out physical exercise they would be worth less; slaves kept under good conditions rebelled against there captors.


These are hard choices to make, the good people died in the middle of the ocean because they refused to treat people as just commodity for trade.




Include it, but dont make it profitable. Why? It was VERY profitable, this is why it was so widespread. The economic system encouraged it and plantations wouldnt exist in the way it did if not for slaves.

Slave trade wasn't that profitable for the slavers.

Besides the conditions mentioned above, slaves would often commit suicide by starving them self and had to be force fed. Others would throw them self, and there children into the ocean to drown. On land the slaves died of dysentery in the hundreds, tried to escape and rebelled.


In a shipment of 600 slaves only 150-180 would arrive at the destination, in such a poor condition that selling them was difficult.

Things only got worse for the traders when plantation started selling there excess slaves. Plantations needed large amount of slaves to be built however less slaves where needed to maintain the plantation. These slaves where better fed and stronger than the slaves sold by traders.

Then things got even worse as plantation slaves had children born into slavery, these new young slaves where accustomed to living as slaves and were healthy and strong.


In the end actual trading of slaves where done by neighbors and neighboring towns, with actual slave trade accounting for less than 30% of slaves trade.

Keeping idle slaves where considered a risk, so selling slaves where important that is why it was so wide spread because slaves and land was cheap, spreading slavery like a disease.


Considering the fee needed to pay a crew, the cost of repairs and taxes; slave trade wasn't that profitable for traders when better plantation slaves where sold.

Most slave trade vessel bought better trading licenses and others realised you could rob the people your killing and became raiders.


Owning slaves and selling what they produced was profitable, so the rich get richer.




Include it, but make the player "the good guy" by intercepting slave ships and freeing slaves. Really? This NEVER happended and would make a very strange trading game.


When some of the African war chiefs and kings learned how the slaves where treated, they stopped selling there prisoners of war and launched small ships to fight against slavers.



The problem you face is that unless you include every detail of how slavery was you will be misrepresenting how profitable slave trade is.

Considering that slave where less than 3% of the goods sold in the 1600s - 1800s it's not worth it unless the goal of the game is to highlight slave trade.

#5300784 Slavery, Include Or Not?

Posted by on 14 July 2016 - 03:12 PM

But me I always thought it was strange that there WASNT a discussion when games like "sid meiers pirates" or "colonization" or "port royale" completely skips the whole slave issue.

I would recommend that you also skip the slave issue.

During that time there where a lot of commodities for sale, I doubt you will use all of them so just put slaves on the don't use list. If for some reason slaves are important to the game mechanics, if they are needed for powering a ship, then call them workers.


Im just saying that including nasty stuff that acually happened isnt immoral in itself.

Including it controversial topics into your game by itself isn't immoral, however people will then look at your game with a critical eye to see what your intent is. The worst part is that any creation reflects it's creator, if you treat slaves as just a commodity then people could start to think that is the way you look at slaves, like they where not human just some object you could use and trade with.


Slavery is such a complex topic that if you include it in a game you can't just add it in as some offhand thing, unless you spend a large part of your game explaining your stance on slavery people will start interpreting every detail to get an idea of where you stand. Games are like clouds, different people will see different things.

#5299055 Unity vs Unreal Physics for driving game

Posted by on 04 July 2016 - 04:14 PM

I could be wrong, I don't use Unity, but don't they both use the same PhysX engine?


Unity and Unreal is very similar with Unity mostly targeting indie and smaller developers, while Unreal offers all the powerful tools and expects you know how to use them.


Unreal offers more versatility from the get go and this means there is a lot more switches and buttons making it harder for new developers.



Personally I recommend Unreal over Unity in most cases, however it will depend on what you want from you engine.

Unreal is free so give it a try.

#5298660 Water and Fresnel

Posted by on 30 June 2016 - 02:33 PM

Everything has fresnel.


Given enough grazing angle, every surface will look like a mirror. Problem is some surfaces are really non-smooth or the grazing angle must be so steep we can barely notice a discernible reflection because it becomes very thin.


I want to clear some thing up, it's true every thing has Fresnel, however not every thing is a 100% reflective at a angle to the human eye.

Because a person can see a object, with his eyes, from only two angles at most.

The reason for this is the roughness of a surface.




In the above image we can see at what angles the surface would start to reflect. The rough surface consist of uneven smaller surfaces so not all surfaces will have the same Fresnel angle, however in this example more than 50% faces the same direction and will reflect to the same points.

The result is that the reflection will be blurred to a human viewer who will be looking at the object from one angle, the rougher the surface the more distorted the reflection is to the viewer as light bounces around.


Back when I first started 3D, we knew all this however it wasn't possible to do the real calculations yet, so we faked it.



First we would make a fake gradient to take the place of Fresnel and map it to the normal, next we faked reflection(I am just using a windows sample picture), we would then blur it to make it look like the surface was more detailed than it really is and last we would map the reflection to the object using the gradient as a mask.


Today reflections is a combo of real and fake, the quick Fresnel option in Unreal 4 is still a gradient and rough surface still get blurred only in a smarter way. The thing is that these methods produce good results, fast and in the future I believe they will remain as a fallback.




This was also used to make glass and other transparent materials like shields and to give the peach fuzz edge to objects.


The .Blend for people looking to see how it works, can still use it in mobile games.



Edit: Skipped a step with out realizing.




This is why the texture is blurred. The image shows a simulation of a rough surface and how it distorts a reflection, this happens on such a small scale that it only makes the reflection look blurred.

#5298428 Questions about complicated rig in Blender

Posted by on 28 June 2016 - 12:25 PM

I don't think it's constraints blocking your procedural animation. I remember that with Unity when I wanted the head to track a target I first needed to stop the bone from animating, it had to stop receiving animation input from the rig before it would target.


Your gif reminds me of the old Commandos games, it's looking good.


You can capture the animations from Blenders physics engine, just remember to check your interpolation in the curve editor it can cause strange problems.