Problem With Skinning Animation

rifter1818

Junior Contributor
Joined
Sep 11, 2003
Messages
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First off i would like to thank robyDx For his wonderfull tutorial on the subject of skinning animation, i used his source code to start getting my project up and running, slight problem though it doesnt work in full screen mode, ive tried using dbmon and unmannaged debugging and couldnt get any more information with either of them. the problem occers at
Visual Basic:
            RootFrame = Mesh.LoadHierarchyFromFile(filesrc, MeshFlags.Managed, Device, alloc, Nothing)
'or if your using robydx's class (Same error on full screen)
        animazione = Mesh.LoadHierarchyFromFile(filesrc, MeshFlags.Managed, device, alloc, Nothing)
the error reads somewhat like this
Code:
InitializeWorld:Error in the application.
-2005530516 (D3DERR_INVALIDCALL)
   at Microsoft.DirectX.Direct3D.Mesh.LoadHierarchyFromFile(String filename, MeshFlags options, Device device, AllocateHierarchy allocHierarcy, LoadUserData userDataLoader)
   at W_Logic_RPG.DX9.SkinningMesh..ctor(String filesrc, String texP) in C:\Documents and Settings\Harry\Desktop\Programming\W-Logic RPG\clsDX901.vb:line 1794
   at W_Logic_RPG.modWorld.Initialize() in C:\Documents and Settings\Harry\Desktop\Programming\W-Logic RPG\modWorld.vb:line 51
The program '[3748] W-Logic RPG.exe' has exited with code 0 (0x0).
 
Hmm

Doesnt Appear to be fullscreen anymore, But its still crashing at the excact same spot in my application the exact same code seems to work fine in roby dx's and i cant figure out why same code same file?! anyone know of any settings i might have changed that would prevent it from working?
 
Hmmm no answer yet,

Here are all the settings i could find.
Device Type:
Hardware
CreateFlags:
HardwareVertexProcessing
PresentParameters:
MultiSampleQuality: 0
PresentationInterval: Default
FullScreenRefreshRateInHz: 0
PresentFlag: None
AutoDepthStencilFormat: D16
EnableAutoDepthStencil: True
Windowed: False
DeviceWindowHandle: 0
DeviceWindow:
SwapEffect: Discard
MultiSample: None
BackBufferCount: 1
BackBufferFormat: A8R8G8B8
BackBufferHeight: 768
BackBufferWidth: 1024
ForceNoMultiThreadedFlag: False

Sampler State (0) 'The only One im using
DMapOffset: 0
ElementIndex: 0
SrgbTexture: False
MaxAnisotropy: 1
MaxMipLevel: 0
MipMapLevelOfDetailBias: 0
MipFilter: None
MinFilter: Linear
MagFilter: Linear
BorderColor: 0
AddressW: Wrap
AddressV: Wrap
AddressU: Wrap

And Finnaly the device render states:

AlphaBlendOperation: Add
AlphaDestinationBlend: Zero
AlphaSourceBlend: One
SeparateAlphaBlendEnabled: False
BlendFactor: Color [A=255, R=255, G=255, B=255]
ColorWriteEnable3: RedGreenBlueAlpha
ColorWriteEnable2: RedGreenBlueAlpha
ColorWriteEnable1: RedGreenBlueAlpha
CounterClockwiseStencilFunction: Always
CounterClockwiseStencilPass: Keep
CounterClockwiseStencilZBufferFail: Keep
CounterClockwiseStencilFail: Keep
TwoSidedStencilMode: False
EnableAdaptiveTessellation: False
AdaptiveTessellateW: 0
AdaptiveTessellateZ: 1
AdaptiveTessellateY: 0
AdaptiveTessellateX: 0
MinTessellationLevel: 1
MaxTessellationLevel: 1
AntiAliasedLineEnable: False
DepthBias: 0
SlopeScaleDepthBias: 0
ScissorTestEnable: False
NormalDegree: Linear
PositionDegree: Cubic
BlendOperation: Add
TweenFactor: 0
ColorWriteEnable: RedGreenBlueAlpha
IndexedVertexBlendEnable: False
PointSizeMax: 8192
DebugMonitorTokenEnabled: False
PatchEdgeStyle: Discrete
MultiSampleMask: -1
MultiSampleAntiAlias: True
PointScaleC: 0
PointScaleB: 0
PointScaleA: 1
PointScaleEnable: False
PointSpriteEnable: False
PointSizeMin: 1
PointSize: 1
VertexBlend: Disable
EmissiveMaterialSource: Material
AmbientMaterialSource: Material
SpecularMaterialSource: Color2
DiffuseMaterialSource: Color1
NormalizeNormals: False
LocalViewer: True
ColorVertex: True
FogVertexMode: None
Ambient: Color [A=0, R=0, G=0, B=0]
Lighting: True
Clipping: True
Wrap15: 0
Wrap14: 0
Wrap13: 0
Wrap12: 0
Wrap11: 0
Wrap10: 0
Wrap9: 0
Wrap8: 0
Wrap7: 0
Wrap6: 0
Wrap5: 0
Wrap4: 0
Wrap3: 0
Wrap2: 0
Wrap1: 0
Wrap0: 0
TextureFactor: -1
StencilWriteMask: -1
StencilMask: -1
ReferenceStencil: 0
StencilFunction: Always
StencilPass: Keep
StencilZBufferFail: Keep
StencilFail: Keep
StencilEnable: False
RangeFogEnable: False
FogDensity: 1
FogEnd: 1
FogStart: 0
FogTableMode: None
FogColor: Color [A=0, R=0, G=0, B=0]
SpecularEnable: False
FogEnable: False
AlphaBlendEnable: True
DitherEnable: True
AlphaFunction: Always
ReferenceAlpha: 0
ZBufferFunction: LessEqual
CullMode: CounterClockwise
DestinationBlend: InvSourceAlpha
SourceBlend: SourceAlpha
LastPixel: True
AlphaTestEnable: False
ZBufferWriteEnable: True
UseWBuffer: False
ZBufferEnable: True
ShadeMode: Gouraud
FillMode: Solid
 
The Source Code For the Skinning Animation

Im Attaching the code for the class its the same as robyDx's But translated and it works in robydx's sample program (i used this exact code) but with the same files it crashes in mine (see error above).
 

Attachments

Last edited:
Try setting VS to break into debugger when any exception is thrown (Debug->Exceptions). I hope this helps, I haven't had the time to check your code.
 
Kavan said:
Try setting VS to break into debugger when any exception is thrown (Debug->Exceptions). I hope this helps, I haven't had the time to check your code.
Didnt help just stops at the line but nothing seams out of order..
 
I've taken the time to test your code. It works ok for me. Where do you get an exception. Do you use HAL device? The most common mistake is that your device does not support that many bone weights as are required by the mesh.
 
Found it

Kavan said:
I've taken the time to test your code. It works ok for me. Where do you get an exception. Do you use HAL device? The most common mistake is that your device does not support that many bone weights as are required by the mesh.
yet again another stupid mistake by me, hardest kind to see, my refrence to the device was wrong Just by passing a few instances of the device to the classes it worked, really wierd that nothing about the device came up in the error message though. *hides from people who spent thier valuable time helping my stupidity*
 
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