Mover - Flags Countries

SCS Software ATS and ETS2 editing using ZModeler3 filter. Models, Materials, Animation.

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Harald-RS
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Mover - Flags Countries

Post by Harald-RS »

Hi Oleg,

when I try to create a flag.

If I import the original Flag_countries I can edit them in the Z-Mod.

But when I then load the pma into the track editor and then want to check the animation it destroys the flag.

What can be the reason for this.
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Re: Mover - Flags Countries

Post by Oleg »

got a screenshot?
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Re: Mover - Flags Countries

Post by Harald-RS »

Look here:
mover_flag_error.png
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Re: Mover - Flags Countries

Post by Oleg »

You can see a warning in the log window: the model requires skeleton and bones but it was sliced to parts bu IDs. Toggle "Merge parts" option on import and re-import model again.
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Re: Mover - Flags Countries

Post by Harald-RS »

I have done that now,

only now the animation no longer works.

All the IDs for the animation are no longer present.
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Re: Mover - Flags Countries

Post by Oleg »

toggle "Animation" mode on skeleton. it will release its bones to allow them be moved by animation tracks. In some cases this could look like disabled (off) "Setup mode". Then Setup mode is toggled, animation can not alter bones position during playback.

If you are going to redo animation and/or record your own animation keys, use "Animation" mode on skeleton too. The "Reset Transform" tool is handy - it allows to move bones into their default "Setup mode" position.
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Re: Mover - Flags Countries

Post by Harald-RS »

Next try.

Now the 3 model is all put together but it doesn't work anymore.

The joints stand alone or the 3D models.

Somehow something must have changed in the PMAs of SCS.
mover_flag_error_2.png
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Re: Mover - Flags Countries

Post by Oleg »

On your screenshot animation tracks have no assigned bones. You should drag&drop "__root__" onto animation (yes, from nodes hierarchy into tracks editor window), and pick "Match node ID to track name (10 matches)".
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Re: Mover - Flags Countries

Post by Oleg »

The "flags.pmg" model has scale on "Root" bone that I could cause problems on export of model or animation. Not sure whether this scene export will be correct or not.
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Re: Mover - Flags Countries

Post by Harald-RS »

That's the problem, that the root parts no longer have IDs after the import of the original 3D model.

But if I omit the merge then the parts have their IDs.
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Re: Mover - Flags Countries

Post by Oleg »

they do have. but these are not the ID you edit in properties window, these are IDs the skeleton controls on bones. you can right-click on any bone and pick Skeleton->Set ID... You will see the bone ID there.
However, you don't need to mess with these IDs, I've told you already - drag and drop __root__ onto animation name, ZModeler will offer you assignment options. Pick the one with highest match count.
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Re: Mover - Flags Countries

Post by Harald-RS »

Hello Oleg,
I have done that, it is also linked but the animation is not displayed in the 3D window.

And I mean the ID number of the 3D model which is now just by the merge now a model.

The External State ID is missing in the properties.

Look Screenshot:
mover_flag_error_3.png
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Re: Mover - Flags Countries

Post by Oleg »

Your "flags_countries" hierarchy looks different than the one I have. Mess around with original model file first, so you get used how this works. The assignment does look correct in Tracks editor. When you play an animation, do you see skeleton bones moving in front/top/side views?

There are plenty of reason for geometry not or perform animation in 3D view, I can't say what exactly is wrong on your screenshot.

1. skeleton should be visible
2. skeleton should be in animation mode
3. geometry object should be bind to skeleton
4. geometry object should have proper rigging onto bones (so when you move a bone manually in "Animation" mode, a rigged geometry should be affected and move too)
5. an object should be assigned a "Shader" version of material (with any shader applied, they all work with rigging).

that's what comes to mind at first. may be I've missed something..

P.S. unsure about "Isolated" button on your screenshot. Animation will not work in Isolated mode.
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Re: Mover - Flags Countries

Post by Harald-RS »

I have only isolated this so that you can see that the External ID is set to zero.
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Re: Mover - Flags Countries

Post by Oleg »

once again,
import original flags,
import original animation,
drag&drop flags branch to animation to get bones assigned (10 matches if i'm not mistaken).
right-click on __root__ and switch skeleton to animation mode (setup mode off)
play animation -> everything works fine.
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Re: Mover - Flags Countries

Post by Harald-RS »

Thank you Oleg.

That was the missing clue.

Now the animation is displayed correctly at the flag.
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Re: Mover - Flags Countries

Post by Harald-RS »

Hello Oleg,
after exporting the flag now looks like this but in Z-Mod everything is ok.

Z-Mod:
z_mod_flag_ok.png
ETS2 1.42 / 1.43:
MapEdot_flag_error.png
I do not know why it does that.
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Re: Mover - Flags Countries

Post by Oleg »

normalize weight with Surface\Rigging\Normalize
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Re: Mover - Flags Countries

Post by Harald-RS »

What do you mean?`

Can you explain it to me in more detail with a screenshot?
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Re: Mover - Flags Countries

Post by Oleg »

pick tool "Surface\Rigging\Normalize" and click on a Flag's geometry object. Then export and test in game.
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Re: Mover - Flags Countries

Post by wagad25 »

@Oleg After the 1.43 update actually animated models are now static, motionless.
Imported, exported, applied the normalize, but they are still static.
The same problem occurs with blender.
I believe it is a new export filter.Image
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Re: Mover - Flags Countries

Post by Oleg »

does vehicle interior anim.pmd model suffer the same issue?
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