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(SOLVED)Hardware skinning meshes with bones bug

Posted: Sat Apr 18, 2015 10:30 pm
by The_Glitch
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If you can't tell his arm left side viewer facing is destroyed. I've had this problem in the past with meshes that used bones. I've tested this issue on my old version of irrlicht up to the newest one and the issue is still there.

Yes I'm positive there's no weight issues with the vertices in the skinned mesh. Only happens in Irrlicht.


Above pictures are using the latest Irrlicht version.

Default Irrlicht hardware skinning example no changes made by me and use Nadros default skinning shader that ships with Irrlicht.

Re: Hardware skinning meshes with bones bug

Posted: Sat Apr 18, 2015 11:37 pm
by The_Glitch
Also like to say I used different exporter and nothing changed.
Odd thin is If you load the mesh as a normal IAnimatedSceneNode with no hardware skinning the mesh doesn't have this issue.

Re: Hardware skinning meshes with bones bug

Posted: Mon Apr 20, 2015 7:57 pm
by The_Glitch
I'll do some further test. Just wondering if anyone else has these issues?

Re: Hardware skinning meshes with bones bug

Posted: Sun Apr 26, 2015 4:56 pm
by The_Glitch
I'd like to report that I did a test on my models and exporter by loading them in the directxsdk example on skinned meshes and they work flawlessly so I'm positive there's something wrong with the hardware skinning setup in Irrlicht.

I think it mostly remains unnoticed due to the fact that the models used in the examples are made of probably less than 200 polys. The effects begin to break down when you use a character from todays games.


So I don't really know what else to do from here.

Re: Hardware skinning meshes with bones bug

Posted: Sun Apr 26, 2015 5:17 pm
by The_Glitch
DirectxSDK
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Re: Hardware skinning meshes with bones bug

Posted: Mon Apr 27, 2015 3:44 am
by thanhle
If you could send the model and your loading source code to Granyte or some of the developer, they might have a look at it if they have time?
It is hard for them to know where the error is.

Regards,
thanh

Re: Hardware skinning meshes with bones bug

Posted: Mon Apr 27, 2015 1:56 pm
by The_Glitch
Yeah Nadros already looking into it I sent him everything he needs yesterday he just doesn't post in this thread lol.

Thanks though.

Re: Hardware skinning meshes with bones bug

Posted: Wed Apr 29, 2015 10:13 pm
by The_Glitch
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Different test on a different chipset Intel graphics. Problem still remains.

Re: Hardware skinning meshes with bones bug

Posted: Tue May 05, 2015 10:35 am
by CuteAlien
Note that this might be related to another report: http://irrlicht.sourceforge.net/forum/v ... =7&t=48908

Re: Hardware skinning meshes with bones bug

Posted: Tue May 05, 2015 5:11 pm
by CuteAlien
Some changes checked in to svn (both in trunk and 1.8 release branch). Please check if those help for your bug. Otherwise I will need the model to investigage (including original .blend file if possible).

Re: Hardware skinning meshes with bones bug

Posted: Thu May 07, 2015 2:48 pm
by The_Glitch
I use 3ds max not blender.

I don't believe theses are due to animations as I've never had trouble with this in the past. It only happens when you try to use Irrlicht's Hardware skinning setup with these characters meshes.
Also I exported some of the meshes with there bones no animations and the effect remains the same just to test.
If there loaded as an animated mesh with none of the Hardware skinning things just the default way of loading animated mesh's they work perfectly fine.


I do believe this bug remained relatively unnoticed even by me in the past is because the characters in the demo are really low poly even the characters I used in the past were also.
Once I started using characters from todays games the effects really begin to break down.

Re: Hardware skinning meshes with bones bug

Posted: Thu May 07, 2015 3:57 pm
by CuteAlien
Well, you might still try if it's fixed now. And I can't really help in any way unless I have a test-model. Just the model without original data might be sufficient with some luck. It's obviously always easier when I can modify it for tests, but can't do that anyway for 3ds max as I don't have that.

Re: Hardware skinning meshes with bones bug

Posted: Thu May 07, 2015 4:05 pm
by The_Glitch
You can have the data I don't care I got to find the link I sent to Nadro first.

Make sure what you download says models.rar

Re: Hardware skinning meshes with bones bug

Posted: Fri May 08, 2015 10:41 pm
by The_Glitch
After much work checking code after code shader after shader I can say that Nadro had the C++ side "Irrlicht" correct the problem lies with the shader that's shipped with the examples.
I'm not sure how this shader appears to work correctly on meshes but after passing a mesh that had poly counts for today's standards the effects begin to break down.

I wasn't able to pinpoint what was wrong in Nadro's shader or whoever's shader but after reading the directx sdk and NVidia and some other sources I made a better shader for skinned meshes that handles things better in my OP.

I'm going to clean this shader up some and ask Nadro If I can replace his shader with mine in the Irrlicht HWS examples.




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I haven't added the lighting to the shader yet but he animates just fine no tearing etc.

Re: (SOLVED)Hardware skinning meshes with bones bug

Posted: Sat May 09, 2015 1:51 am
by The_Glitch
Thought I'd post that on my rig in the first picture of the thread there still seems to be a problem with joints specifically fingers.
The rig in the first post use's 78 bones while the last picture of pyramid head uses 58 bones "he works flawlessly now".
But my original guy at the top post still has issues with his fingers maybe the bone count.