Hmm, does look rather odd. If importing the .qb into Qubicle makes everything look fine, then clearly exporting it in the first place worked NP (see below). Hmm… are there any identically-named matrices in the .qb? QC would I think just ignore that, but it might cause trouble in Stonehearth (“move which foot_right?” etc).
What happens if (see below) you export one .qb as a single model with no matrices? I’m assuming it looks just fine in that case.
Default Export Options:
-Z Axis: Right-handed
-Colour format: RGBA
-Encode Visibility Mask: Yes
-Hollow / Compression: No
-Single Object: No if you want separate matrices, eg for animating people, else yes
[quote=“Teleros, post:21, topic:7090”]
What happens if (see below) you export one .qb as a single model with no matrices? I’m assuming it looks just fine in that case.[/quote]
Exporting as a single model worked fine, just adding a huge amount of voxels (and 170MB^^) because of the height-difference. Looked for double-named matrizes, but couldn’t find any. Everything seems alright so far. Importing now hulk and details together, I got this one:
Everything in the right direction, but the details are on the wrong place. Importing both .qb in Quibicle looks fine. So exporting as one model fix the direction but not the position.
@Froggy Send you a pm with a download link =)
Thanks a lot.
Not much time these days because of my other project, but got some work on the sail done. So not much to say about it. Too much work for this, but here is the biggest “detail”
I’ve been wondering how flags etc are going to work in Stonehearth for a bit - I wonder if @Tom or @sdee have any thoughts on the matter. Animating something like that sail (well, animating it decently) is going to be a copper-plated b-----… I don’t know about you, but I’d be looking at things like whether you can do a dead flat sail (think 1 voxel thick etc) then do something fancy with the code to tell it how to billow, where it’s attached, and how it rolls up when put away etc. Or heck, even doing away with voxels entirely and using a regular 3D model (“heresy!” I hear you all cry ).
Really like it, but I suggest you could make it less detailed and huge so it doesn’t lag badly.
If you make it too detailed, the amount of time it’ll take to load will be around the same amount of time it will take Sauropod Studios to release the final version of Castle Story.
Would assume the flat model would be correct. Sail would be flat in cubicle, but potentially segmented to facilitate the billowing affect through animation.
As long as I don’t import it as “one object” the loading time is < 1 second and there is no lag after the spawn. I used many little matrizes for the sail, so there is no big ammount of “void voxels”. But still testing around, because of the missing details. If it lags to badly in the end, I will make a less detailed version with just a green sail, but for the moment I want this thing to be as impressive as possible…
The smaler longboats won’t get any sails, so I hope, there will be no lags =)
And Castle Story… I don’t believe I will see the final version until I die -.-‘’
@Teleros: Animated flags or sails would be awesome, but I think this could make some big trouble with “holes” in the object. But let’s see, maybe later, but for know there is just the “blowed sail” ^^
Roughly, you’d basically want to import the model of the sail into an animation program, animate it, and then export the animation, as per what we do for doors/gates and people. Add the animation to an effect (see something like chop.json) and then use lua to run the effect on the sail entity with something like:
If the sail entity’s rig (see male_1.json for an example of how to attach a rig to an entity) matches the data in the animation effect then the sail should animate the way that everything else in the game does.
We don’t use animations much yet this way for static items, but once we do it more often, this process should get easier, or at least better documented.