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Stride.Physics.Test.Windows and Stride.Engine.Test.Windows projects fail to build on branch master #2459
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General notes on buiding might not be related to the specific issue here, but good to know to help reproduce It is sometimes necessary to first build the engine/tools before building the test projects. That's because of dependencies on the AssemblyProcessor and AssetCompilerApp, which if not built first might pick up another version (for instance from an installed version of Stride). Try following those steps and see if the issue persists:
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For the current build issue, it seems to be related to #2291 (@Doprez) since we have this exact error message in the logs: "we currently do not handle these. This animation may not resolve properly". Given that this regression is preventing tests from running successfully, it should either be fixed (ideally) or the test files should be updated to make it work. |
Its been a while but I know that PR was meant to fix many issues introduced from switching from the FBX importer to the AssImp one. If remember correctly that issue was supposed to be resolved by adding assimp.SetImportPropertyInteger(propStore, "IMPORT_FBX_PRESERVE_PIVOTS", 0); but that doesnt seem to work properly from the base AssImp library. I know @Eideren helped me with this PR to try and push a hotfix for all of the AssImp issues so maybe he can shed some more light. I will look into it in the mean time. Annoyingly you have to do a |
Even more info over there in the source stride/sources/tools/Stride.Importer.3D/MeshConverter.cs Lines 529 to 532 in 763a529
I forgot half of why this nonsense exists, but from what I remember it's not trivial from our end - I'm not familiar enough with assimp to know exactly what would be possible, but it sounds likely that we can resample the animation for bones parented to those problematic nodes and then just remove them from the skeleton (as long as they themselves don't affect skinning) |
One thing I did to at least get around the failing asset compilation was to just change the log to a warning instead of an error. At least now I think I should be able to test the animation that's causing it but I don't even know where the animation "take001" is coming from to properly test it. |
It doesn't seem like the projects actually fail to build, it does show errors in the logs but I saw the .exe were generated properly, following the steps I described earlier. |
The other good news is I dont think the problematic nodes are actually in use for the tests AFAICT? So that should mean the tests actually work which I think they do based on a visual comparison between the images I was checking in the generated folders. They are failing on my machine, I think due to the tsts expecting We could change the code to just be a warning instead of an error for now and create an issue dedicated to fixing the problematic nodes issue? Unfortunately this is still a degradation from the original FBX importer we had but we could track it and so far has not been the cause for any recent animation issues (knock on wood). If I'm not mistaken from some stuff I was reading online we would need to traverse the tree like @Eideren is saying and apply the root translations to the child nodes. I would need a model with child nodes that actually parent the problematic nodes to test properly. |
We have one in our tests: https://github.com/stride3d/stride/blob/master/sources/data/tests/knight/scenes/he03_run.fbx I'm fine with making this a warning instead |
wait... how did you get that error? It is definitely broken for me in Open3D model viewer but works for me in Stride.. The files I had: |
I can repro your case by importing |
Ah right, I should have realized my import process was different.. oops. Sounds good though, at least there is a repro available. |
Release Type: GitHub
Version: master
Platform(s): Windows
Describe the bug
master branch fails to build as of 9/21/2024. Failures occur in Stride.Engine.Test.Windows and Stride.Physics.Test.Windows
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The Solution should build without errors
Screenshots
N/A
Log and callstacks
Build log is too long for github, here are a couple of screenshots (looks like VS aggregates the errors):
![image](https://private-user-images.githubusercontent.com/320332/369662878-3e70aa22-4556-4bf2-a06e-e01d30f00e4a.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzk2NzY5NjcsIm5iZiI6MTczOTY3NjY2NywicGF0aCI6Ii8zMjAzMzIvMzY5NjYyODc4LTNlNzBhYTIyLTQ1NTYtNGJmMi1hMDZlLWUwMWQzMGYwMGU0YS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjE2JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIxNlQwMzMxMDdaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT0zNTBiM2JiYzgyZmNmOTIzYWI4MzgzMzliZjgwMTIxMGRmMTQzOGI3MGZmMDYyMzY5NDc4ZDYyZWQzMzlhMTBjJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.aBplCvshz6cCuD4EDTqoQQOGT8wHPZ0XCoAcQoOuAis)
Additional context
N/A
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