Textures not uploading in presence of sketchfab.timeframe for stop motion

animation
3d
upload

(Jnaiman) #1

Hi all,

I'm trying to upload several obj files and a sketchfab.timeframe file to do some stop motion animation. I've noticed that if I upload a single file without the sketchfab.timeframe the textures upload fine. However if I try to upload multiple files (or just this single file with a sketchfab.timeframe for this single file), textures do not appear.

In one instance the textures did not even load and I had to load them manually. Currently, it appears the textures are attached, but they render as single colors only (sort of the "base" color of the texture).

Any help is most appreciated!


#2

Hi,

Could you please share a link to one of the models?


(Jnaiman) #3

Sure! https://skfb.ly/QLCM

I didn't want to publish the unfinished product :slight_smile:


#4

I'm staff so I can see unpublished models, just needed the link.


(Mrchlblng) #5

@jnaiman looking at your uploads, it appears we have a bug. We try to use the wrong texture channel so we'll need to investigate further why this happens.
In the meantime, a very hackish/cumbersome fix is to select every geometry, select a color instead of a texture and then reselect the texture. For every frame :confused: .
It's really a pain so you might just prefer to wait for a proper fix but we can't provide any ETA as we're preparing for the siggraph right now.


(Jnaiman) #6

Ah bummer. Was hoping to have this working for a class in a few weeks, but of course, I'm doing this all at the last minute. :stuck_out_tongue:

Thanks for looking into it, and have a blast at siggraph!


(Jnaiman) #7

Hi all!

I know you just got back from Siggraph and maybe this isn't high on your priority list, but I wanted to give this thread one last poke since I'm teaching with some of this stuff tomorrow and it would be amazing if textures worked. Example model here: https://sketchfab.com/models/7dd99cab5ef64942aeeb6c5495d40cfe

No worries if nobody can get to it soon.


(Stephomi) #8

Indeed we were at siggraph and we're going to take a look now.
I'll tell you when it'll be fixed (probably next week), sorry for the inconvenience.


(Jnaiman) #9

No worries, I understand. Thanks for any updates!


(Mrchlblng) #10

@jnaiman the fix is finally live! You'll just need to reupload your model.
Let us know if you have any other issue or request regarding the timeframe feature.


(Jnaiman) #11

Perfect! It works! I'll let the students know. Thanks again!


(Apetrenko1991) #12

Hi all!

I think I've stumbled upon this issue once again.
About a month ago I managed to upload timeframe animations perfectly fine, here's an example: https://sketchfab.com/models/ed89ee3ed4324406b9625c8099a1a017
I tried to upload a very similar dataset once more yesterday and the textures were not working: https://sketchfab.com/models/56833a4e8dd5445aa53ce42635b95c03
When I go to the materials tab I see only one material called "sketchfab.timeframe", where should be 167 different materials (each for every frame).

Can this be a regression of the same bug? Would really appreciate any help!


(Mrchlblng) #13

@apetrenko1991 we take testing very seriously and it's very rare that we introduce regressions on past fixes (it could happen as testing 3D is hard but I don't remember a case).

However we make some evolution on the whole pipeline and in your case, you've hit the material limit that was introduced a few months ago (we did not communicate a lot about that as it should not impact too many users). We now limit a scene to have 100 materials. When we detect more than 100 materials, we look for duplicates or "invalid" materials and if after this first cleaning there still are more than 100 materials we remove them all.
As we removed the processing warning (to make them better and less confusing in the future), this is a silent limit.

The rationale is that in most situation, having more than 100 materials makes no sense on sketchfab, especially if one has to edit those materials. In the case of timeframe, the alternative would be to rely on vertex colors instead of textures. Would that work for you?


(Apetrenko1991) #14

Thank you very much for your prompt reply. God I should have asked earlier!
I suspected that this is indeed an artificial limit, although I expected it to be a round number like 64 or 128 :slight_smile:

Well, thank you for the workaround suggestion, but I don't think it would work in my case. With vertex colour the texture would be blurry, in this case there was no point building a polygonal mesh.

Anyway, I worked around this limitation by creating a texture atlas so that every group of 8 consecutive frames shares a single texture atlas comprised of 8 individual frame images: https://github.com/alex-petrenko/4dvideo/blob/master/src/libs/4d/src/animation_writer.cpp#L68

I feel I kinda cheated around the restriction, but I promise not to misuse this, I need to upload just 4-5 datasets for my blog post. Thank you very much for your time, now it works brilliantly: https://sketchfab.com/models/fa1652c6619b4d39a4b754f225123518


(Mrchlblng) #15

@apetrenko1991 that's indeed a very good better solution; glad you made it work so quickly!

As for the limitation, the number is indeed somewhat artificial. It should leave enough freedom (e.g. for configurators) while still providing an acceptable UX. We also did not want to reduce too much as this was a new limit that could badly break some workflows.