jpatch_20050325.jar initial evaluation...

Anything related to a beta release of JPatch: Bugs, enhancements, general discussion...

jpatch_20050325.jar initial evaluation...

Postby rjh » Sat Apr 09, 2005 3:24 am

Hello Sascha,

I have done 2 weeks of testing with jpatch_20050325.jar. For now, Jpatch does everything that I need it to do with some "feature" work arounds => The added rib functionality is great and allows me to light with any of the lighting shaders. The editability of the materials in the Modeler also allows me to assign any shader with parameters. I have not run into any problems with these features yet, but when I do I will post them.

You have probably already addressed these issues, but here's what I have found so far for the "things-that-annoy-me" catagory in jpatch_20050325.jar:

1.) camera drift
a.) example: camera key at 0 and 100 without change; key camera motion at frame # 150; camera starts to move noticebly at approx frame # 67
2.) key drift
a.) can the motion path spline be made visible? ... for editing? (2 questions for all paths; camera and character; linear / ease in / ease out; etc ...)
3.) Why do the different rotaitional fields populate themselves when any are edited?
a.) Sometimes when they are re-opened they show NAN (Not A Number) and have to be reset.
4.) When using the frame tools (next frame / next keyframe / add ...) to the right while an animation is running freezes the Animator (or has...)
a.) Work around: just don't do that! => I have run it for hours without it freezing - great stability
...

Hmm, that's all that comes to mind for now.
I have never felt so enabled since I first put pencil to paper.
Here are a bunch of links to what I have done with Jpatch in the past few weeks (or what I will actually show => ...

http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _4mpg2.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... mpg_mb.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg
http://www.smartcomix.com/projects/jp04 ... _u4mpg.mpg

Robert

P.S.: Please let me know if you have problems getting to the mpgs.
rjh
 
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Postby sascha » Sat Apr 09, 2005 8:27 am

Hello Robert,

thanks for your feedback.

1,2) I noticed that too. There seems to be two related problems: The first one is the "overshoot" you described. I've fixed it in my development version in the following way: If two subsequent camera positions are equal (that means, really equal: you may have to cut'n'paste the coordinates), it is treated as a full stop: E.g. key 1 at position 10, key 2 and 3 at position 20, key 4 at position 30: The camera will speed up from 10, slow down and stop at position 20. It waits there until key 3, speeds up, slows down and stops at position 30.
The other problem seems to be discontinuities: There can be abrupt changes in velocity. I'll have to check that again.
I'll have to check the same thing for the orientation curves too. The float-curves (that control morphs and all other float values) use a different kind of overshoot limitation. But I'll add a feature to toggle it on and off...

2a) Yes, that would make sense. I'll add that feature. In my development version I've added a feature to switch between cubic and linear interpolation. What's still missing is a tool to control the velocity at each key. It would be roughly equivalent to the tanglent-magnitude tool in the modeler.

3) The rotation fields display (and parse) euler-angles (roll, pitch and yaw), but the orientation itself is internally represented as a matrix (and interpolated using quaternions). Thus there may be rounding errors. The NaN sounds like a div/0 problem, I'll have a look at it...

4) I'll have a look at it. Multithreading still puzzles me some times :?
sascha
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Postby rjh » Sun Apr 10, 2005 3:55 pm

Hello Sascha,

Thanks for the reply.

What's still missing is a tool to control the velocity at each key. It would be roughly equivalent to the tanglent-magnitude tool in the modeler.


Yes, that is what I envisioned. Would this require the mouse to be able to click on and drag a control element in the Animator window?... for the visible motion splines?

4) I'll have a look at it. Multithreading still puzzles me some times


Don't spend too much time on this one. Like I said, I just "don't do that" and all is well. BTW, how is the bone implementation coming? As you can probably tell, I have been using morph targets for most of my motion in the Animator ... lots of keys needed. I am anxious to test out bone implementation. Great job so far. Oh, and were you able to get to the mpgs I gave links to?

Robert
rjh
 
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Postby sascha » Sun Apr 10, 2005 4:24 pm

Yes, that is what I envisioned. Would this require the mouse to be able to click on and drag a control element in the Animator window?... for the visible motion splines?

Well, first of all I need to get it running (using text input to test it). For a GUI implementation, I think it would make sense if there were arrows on the path curves (originating at each keyframe) - direction and length of the arrow would represent current velocity. The user could then grab the arrow's end to modify it, or doubleclick to reset it (to the computed velocity).
I am anxious to test out bone implementation.

No bones yet, sorry. I'm quite busy completing my IRTC submission. I'm quite happy with JPatch, but I think one feature that's really missing is a quick preview renderer for the Animator. I've spent hours on setting up the lighting for some shots - with a fast (ideally interactive) preview this could be done in a matter of seconds :?
The other thing that is badly needed are light-groups. Once you think the lighting is ok you render the shot (which may take several hours) only to discover that a shadow from carelessly placed lamp is visible in a few frames...
Oh, and were you able to get to the mpgs I gave links to?

Yes, but I haven't watched all of them yet...
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Postby rjh » Mon Apr 11, 2005 3:57 am

Hello Sascha,

Well, first of all I need to get it running


Yes, a functional feature is a good starting point ... =>

For a GUI implementation, I think it would make sense if there were arrows on the path curves (originating at each keyframe) - direction and length of the arrow would represent current velocity. The user could then grab the arrow's end to modify it


Yes, this sounds quite useful.

No bones yet, sorry. . . I'm quite happy with JPatch


No rush. I am quite happy with Jpatch as it is as well. The technique that I am using for animation is perfectly facilitated in Jpatch (progressive morph targets and blending). This coupled with the additional rib functionality you have provided make it very usable.

I'm quite busy completing my IRTC submission


Yes, I have been following the progress you have been posting. It is coming together very nicely. You are putting an exceptional ammount of detail into this one. Good work! I cannot wait to see the final animation, and I will keep an eye on your progress posts. Good Luck!

Robert
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