Bake Deformer Tool Failed to Calculate Weights

Bake Deformer Tool Failed to Calculate Weights Calculator & Guide :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ddd; –card-background: #fff; –error-color: #dc3545; } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); line-height: 1.6; margin: 0; padding: 0; } .container { max-width: 960px; margin: 20px auto; padding: 20px; background-color: var(–card-background); border-radius: 8px; box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1); } h1, h2, h3 { color: var(–primary-color); text-align: center; margin-bottom: 20px; } h1 { font-size: 2.5em; } h2 { font-size: 1.8em; margin-top: 30px; border-bottom: 2px solid var(–primary-color); padding-bottom: 5px; } h3 { font-size: 1.4em; margin-top: 25px; } .calculator-section { background-color: var(–card-background); padding: 30px; border-radius: 8px; box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1); margin-bottom: 40px; } .loan-calc-container { display: flex; flex-direction: column; gap: 20px; } .input-group { display: flex; flex-direction: column; gap: 8px; } .input-group label { font-weight: bold; color: var(–primary-color); } .input-group input[type="number"], .input-group select { padding: 12px; border: 1px solid var(–border-color); border-radius: 5px; font-size: 1em; box-sizing: border-box; } .input-group input[type="number"]:focus, .input-group select:focus { outline: none; border-color: var(–primary-color); box-shadow: 0 0 0 3px rgba(0, 74, 153, 0.2); } .input-group .helper-text { font-size: 0.85em; color: #666; } .error-message { color: var(–error-color); font-size: 0.85em; margin-top: 5px; min-height: 1.2em; /* Prevent layout shifts */ } .button-group { display: flex; gap: 15px; margin-top: 25px; justify-content: center; flex-wrap: wrap; } button { padding: 12px 25px; border: none; border-radius: 5px; font-size: 1em; font-weight: bold; cursor: pointer; transition: background-color 0.3s ease, transform 0.2s ease; color: white; } button.primary { background-color: var(–primary-color); } button.primary:hover { background-color: #003366; transform: translateY(-2px); } button.success { background-color: var(–success-color); } button.success:hover { background-color: #218838; transform: translateY(-2px); } button.secondary { background-color: #6c757d; } button.secondary:hover { background-color: #5a6268; transform: translateY(-2px); } #result { background-color: var(–primary-color); color: white; padding: 20px; border-radius: 8px; text-align: center; margin-top: 30px; font-size: 1.5em; font-weight: bold; box-shadow: inset 0 0 15px rgba(0, 0, 0, 0.2); } #result .intermediate-values { font-size: 0.8em; margin-top: 15px; display: flex; flex-direction: column; gap: 10px; opacity: 0.9; } #result .intermediate-values div { padding: 8px; border-radius: 4px; background-color: rgba(255, 255, 255, 0.15); } #result .formula-explanation { font-size: 0.7em; margin-top: 15px; opacity: 0.8; font-style: italic; } table { width: 100%; border-collapse: collapse; margin-top: 30px; box-shadow: 0 2px 5px rgba(0, 0, 0, 0.1); } caption { font-size: 1.2em; font-weight: bold; color: var(–primary-color); margin-bottom: 15px; text-align: left; } th, td { padding: 12px 15px; text-align: left; border: 1px solid var(–border-color); } thead { background-color: var(–primary-color); color: white; } tbody tr:nth-child(even) { background-color: #f2f2f2; } canvas { display: block; margin: 30px auto; max-width: 100%; border: 1px solid var(–border-color); border-radius: 5px; background-color: var(–card-background); } .article-content { margin-top: 40px; background-color: var(–card-background); padding: 30px; border-radius: 8px; box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1); } .article-content p, .article-content ul, .article-content ol { margin-bottom: 15px; } .article-content li { margin-bottom: 8px; } .article-content a { color: var(–primary-color); text-decoration: none; } .article-content a:hover { text-decoration: underline; } .faq-item { margin-bottom: 20px; border-left: 3px solid var(–primary-color); padding-left: 15px; } .faq-item h3 { margin-bottom: 5px; text-align: left; font-size: 1.1em; } .faq-item p { margin-bottom: 0; font-size: 0.95em; } .related-links ul { list-style: none; padding: 0; } .related-links li { margin-bottom: 10px; } .related-links a { font-weight: bold; } .related-links span { font-size: 0.9em; color: #555; display: block; margin-top: 3px; } .highlighted-result { font-size: 1.8em; font-weight: bold; color: var(–success-color); margin-top: 10px; display: block; } .copy-button { background-color: #6c757d; margin-left: 10px; } .copy-button:hover { background-color: #5a6268; } .tooltip { position: relative; display: inline-block; border-bottom: 1px dotted black; cursor: help; } .tooltip .tooltiptext { visibility: hidden; width: 220px; background-color: #555; color: #fff; text-align: center; border-radius: 6px; padding: 5px 0; position: absolute; z-index: 1; bottom: 125%; left: 50%; margin-left: -110px; opacity: 0; transition: opacity 0.3s; font-size: 0.8em; line-height: 1.4; } .tooltip .tooltiptext::after { content: ""; position: absolute; top: 100%; left: 50%; margin-left: -5px; border-width: 5px; border-style: solid; border-color: #555 transparent transparent transparent; } .tooltip:hover .tooltiptext { visibility: visible; opacity: 1; }

Bake Deformer Tool Failed to Calculate Weights Calculator

An interactive tool to help diagnose and understand issues related to the 'bake deformer tool failed to calculate weights' error in 3D modeling software. Understand the factors influencing weight calculation and find potential solutions.

Deformer Weight Calculation Diagnostic

Total number of vertices in the mesh being deformed.
Number of bones influencing the mesh.
Maximum number of bones that can influence a single vertex.
Linear Blend Skinning (LBS) Dual Quaternion Skinning (DQS) Blend Shape The algorithm used for deformation. DQS can be more complex.
A multiplier representing geometric complexity (e.g., high poly count, intricate details). Higher values increase computation.
The maximum depth of the bone hierarchy. Deeper hierarchies can increase calculation time.
e.g., 2022.3, 2023.1. Older versions might have known bugs.
A simplified score representing CPU/RAM performance (1-100). Lower scores may struggle with complex calculations.
Status: Ready
Estimated Calculation Time: N/A
Weight Matrix Size: N/A
Potential Bottleneck: N/A
Formula: Calculation complexity is estimated based on vertex count, bone count, influences, mesh complexity, and skinning method. Time is a rough estimate based on these factors and hardware.

What is Bake Deformer Tool Failed to Calculate Weights?

The error message "bake deformer tool failed to calculate weights" typically arises in 3D animation and modeling software when the process of assigning influence values (weights) from bones or control objects to the vertices of a mesh encounters a critical issue. This process, often referred to as "skinning" or "weight painting," is fundamental for creating character animations, allowing meshes to deform realistically when their underlying skeleton moves. When this baking process fails, it means the software couldn't successfully compute and assign these crucial weight values, leaving the mesh unrigged or improperly rigged, thus preventing animation.

Who should understand this: This issue is most relevant to 3D modelers, character artists, technical directors, and animators working with rigged characters or objects in software like Maya, Blender, 3ds Max, or similar DCC (Digital Content Creation) tools. Anyone involved in the character pipeline, from initial modeling to final animation, might encounter or need to troubleshoot this error.

Common misconceptions:

  • It's always a software bug: While software bugs can occur, this error is more frequently caused by complex scene data, incorrect setup, or exceeding computational limits.
  • More bones = better results: An excessive number of bones or influences without proper management can drastically increase calculation complexity and lead to failures.
  • Weight painting is simple: Achieving good deformation requires careful weight painting, and the underlying calculation process is computationally intensive, especially for high-poly meshes and complex rigs.

Bake Deformer Tool Failed to Calculate Weights: Formula and Mathematical Explanation

The failure to calculate weights in a deformer tool is not governed by a single, simple formula like a loan payment. Instead, it's a complex computational problem where the failure point is often determined by resource limitations (CPU, RAM) and algorithmic efficiency. We can, however, model the *estimated computational complexity* and *potential failure factors* that contribute to this error.

Estimated Computational Complexity (ECC)

A simplified model for the computational load can be represented as:

ECC = (V * B * I * M) / (H * S)

Variable Explanations:

  • V (Vertex Count): The total number of vertices in the mesh. More vertices mean more data points to process.
  • B (Bone Count): The total number of bones in the skeleton. Each bone potentially influences vertices.
  • I (Max Influences Per Vertex): The maximum number of bones that can affect a single vertex. Higher values increase the complexity of solving for each vertex.
  • M (Mesh Complexity Factor): A multiplier representing geometric intricacy, subdivision levels, or non-manifold geometry. Higher values increase processing load.
  • H (Bone Hierarchy Depth): The depth of the bone hierarchy. While not directly in the core calculation, deep hierarchies can impact traversal and setup time. We use it here as a divisor to represent optimization potential.
  • S (Hardware Performance Score): A normalized score representing the processing power (CPU, RAM) available. Higher scores indicate better performance.

Variables Table:

Deformer Weight Calculation Variables
Variable Meaning Unit Typical Range / Notes
V Vertex Count Count 100 – 1,000,000+
B Bone Count Count 1 – 1,000+
I Max Influences Per Vertex Count 1 – 8 (common), 16+ (rare)
M Mesh Complexity Factor Multiplier 0.1 – 5.0+ (1.0 is baseline)
H Bone Hierarchy Depth Count 1 – 20+
S Hardware Performance Score Score (1-100) 1 (low-end) – 100 (high-end)
ECC Estimated Computational Complexity Relative Units Highly variable; failure occurs when ECC exceeds system limits.

Skinning Method Impact: Different skinning methods (Linear Blend Skinning, Dual Quaternion Skinning) have varying computational costs. DQS is generally more computationally expensive than LBS due to the quaternion math involved. Blend Shapes are a different paradigm, often pre-calculated but can also fail if the underlying setup is flawed.

Failure Conditions: The tool fails when the required computation time or memory usage exceeds the software's or operating system's limits. This can be due to:

  • Extremely high V, B, or I values.
  • Complex geometry (high M).
  • Inefficient algorithms or software bugs (especially in older versions).
  • Insufficient hardware resources (low S).
  • Corrupted scene data or invalid mesh topology.

Practical Examples (Real-World Use Cases)

Example 1: Complex Character Rigging

Scenario: A high-detail character model for a video game with intricate armor and facial features.

  • Vertex Count (V): 80,000
  • Bone Count (B): 150
  • Max Influences Per Vertex (I): 8
  • Mesh Complexity Factor (M): 2.5 (due to detailed armor, cloth sims)
  • Bone Hierarchy Depth (H): 10
  • Hardware Score (S): 60 (mid-range workstation)
  • Skinning Method: Dual Quaternion Skinning (DQS)

Calculation: ECC = (80000 * 150 * 8 * 2.5) / (10 * 60) = 24,000,000 / 600 = 40,000

Interpretation: With a relatively high ECC score, this setup is computationally demanding. Using DQS further increases the load. If the hardware score (S) were lower, or M higher, the ECC could easily exceed the system's capacity, leading to the "failed to calculate weights" error. The software might time out or run out of memory.

Example 2: Simple Prop Rigging

Scenario: A basic animated door for a scene.

  • Vertex Count (V): 500
  • Bone Count (B): 2
  • Max Influences Per Vertex (I): 2
  • Mesh Complexity Factor (M): 1.0
  • Bone Hierarchy Depth (H): 2
  • Hardware Score (S): 85 (high-end machine)
  • Skinning Method: Linear Blend Skinning (LBS)

Calculation: ECC = (500 * 2 * 2 * 1.0) / (2 * 85) = 2,000 / 170 ≈ 11.76

Interpretation: This scenario has a very low ECC. The bake process should be almost instantaneous and highly unlikely to fail due to computational load. If failure occurs here, it strongly suggests a different issue, such as corrupted data, a specific software bug related to the version, or incorrect setup (e.g., non-manifold geometry).

How to Use This Bake Deformer Tool Failed to Calculate Weights Calculator

This calculator helps you diagnose potential reasons for the "bake deformer tool failed to calculate weights" error by estimating the computational load and identifying potential bottlenecks.

  1. Input Mesh Data: Enter the approximate Vertex Count and Bone Count for your rigged mesh.
  2. Configure Influences: Specify the Max Influences Per Vertex your rig uses. This is often set to 4 or 8 in game engines.
  3. Assess Complexity: Adjust the Mesh Complexity Factor. Use 1.0 for simple meshes, and increase it (e.g., 1.5, 2.0, 2.5) for highly detailed models, intricate clothing, or complex geometry.
  4. Hierarchy Depth: Input the maximum Bone Hierarchy Depth.
  5. Select Skinning Method: Choose the Skinning Method being used (LBS is less intensive than DQS).
  6. Evaluate Hardware: Rate your system's performance with the Hardware Specs Score (1 = low-end, 100 = high-end).
  7. Check Software Version: Note your Software Version, as older versions might have known issues.
  8. Calculate: Click "Calculate Weights".

How to read results:

  • Status: Indicates if the calculation suggests a high computational load ("High Load Expected") or a low one ("Low Load Expected").
  • Estimated Calculation Time: A rough estimate (in seconds) of how long the bake *might* take. High values indicate a risk of timeout.
  • Weight Matrix Size: Approximates the memory footprint (V * B) needed for the weight data. Large values consume more RAM.
  • Potential Bottleneck: Highlights the most likely contributing factor to a potential failure (e.g., "High Vertex Count", "Complex Mesh", "Insufficient Hardware").

Decision-making guidance:

  • If the calculator indicates "High Load Expected" or a long estimated time, consider simplifying your mesh, reducing influences per vertex, or optimizing your rig.
  • If the load is low but you still face errors, investigate software-specific issues, check for non-manifold geometry, or consult software documentation.
  • Use the "Copy Results" button to share diagnostic information with colleagues or support forums.
  • The "Reset" button restores default values for easy re-evaluation.

Key Factors That Affect Bake Deformer Tool Weight Calculation

Several factors significantly influence the success and performance of the weight calculation process:

  1. Vertex Count (V): The most direct factor. Every vertex needs its weights calculated and stored. Doubling vertices roughly doubles the core calculation load. High-poly models are inherently more demanding.
  2. Bone Count (B) & Influences (I): The number of bones and how many can influence each vertex creates a matrix (V x B). The complexity arises from solving the influence distribution for each vertex across its influencing bones. Higher 'I' values mean more complex equations per vertex.
  3. Mesh Topology and Complexity (M): Non-uniform vertex density, complex edge flow, subdivision surfaces, and intricate details (like rivets or seams) increase the effective complexity beyond simple vertex count. Software might struggle with degenerate faces or non-manifold geometry.
  4. Skinning Algorithm (LBS vs. DQS): Dual Quaternion Skinning (DQS) provides better results for rotational deformations (like elbows) but is computationally more expensive than Linear Blend Skinning (LBS) due to the matrix and quaternion math involved.
  5. Hardware Resources (S): Insufficient RAM can lead to memory errors, while a slow CPU will drastically increase calculation time, potentially causing timeouts. The score 'S' in our calculator is a proxy for this.
  6. Software Version and Implementation: Different versions of 3D software may have optimizations, bugs, or entirely different algorithms for weight baking. Older versions might be less efficient or contain known issues that cause failures. Always check release notes for updates.
  7. Data Integrity: Corrupted scene files, improperly defined bone hierarchies, or invalid mesh data can cause the calculation process to halt unexpectedly.
  8. Normalization and Weight Distribution: While not a direct cause of failure, the *method* of normalizing weights (ensuring they sum to 1.0 for each vertex) and distributing influence can affect performance. Some algorithms might be more efficient than others.

Frequently Asked Questions (FAQ)

Q1: Why does my simple mesh fail to bake weights?

If a simple mesh fails, the issue is likely not computational load. Check for non-manifold geometry, duplicate vertices, internal faces, or corrupted data. Ensure your bone setup is correct and there are no disconnected bones influencing the mesh improperly.

Q2: What's the difference between LBS and DQS for weight calculation?

Linear Blend Skinning (LBS) linearly interpolates transformations, which can cause volume loss and unnatural stretching at joints. Dual Quaternion Skinning (DQS) uses quaternion math to better handle rotations, reducing these artifacts but requiring more processing power.

Q3: How can I reduce the vertex count on my model?

Techniques include manual retopology, using decimation modifiers (carefully, to preserve topology flow), or baking details from a high-poly model onto a lower-poly mesh using normal maps.

Q4: Is there a maximum number of bones or influences allowed?

While software might not impose a hard limit, practical limits are dictated by performance and target platform constraints (e.g., game engines often have limits on influences per vertex, typically 4-8). Exceeding these can lead to performance issues or outright failure.

Q5: Can my graphics card (GPU) affect weight baking?

Primarily, weight baking is CPU and RAM intensive. While the GPU is crucial for viewport performance and rendering, the calculation itself is usually handled by the CPU. Some modern software might leverage GPU acceleration for specific parts, but it's less common for the core baking process.

Q6: What does "non-manifold geometry" mean in this context?

Non-manifold geometry refers to mesh errors like edges shared by more than two faces, faces with zero area, or vertices connected in ways that don't form a clean surface. These can confuse the algorithms calculating vertex weights.

Q7: Should I use the calculator's results to predict exact bake time?

No, the calculator provides an *estimate* of computational load and potential bottlenecks. Actual bake time depends on many factors not perfectly modeled, including specific software optimizations, background processes, and hardware thermal throttling.

Q8: What if the error persists after trying optimizations?

If optimizations fail, consider seeking help on specific software forums (e.g., Blender Artists, Autodesk forums), providing detailed information about your setup, the error message, and what you've tried. Sometimes, a clean reinstallation of the software or even a system update might be necessary.

Related Tools and Internal Resources

© 2023 Your Website Name. All rights reserved.
var vertexCountInput = document.getElementById('vertexCount'); var boneCountInput = document.getElementById('boneCount'); var influencePerVertexInput = document.getElementById('influencePerVertex'); var skinningMethodSelect = document.getElementById('skinningMethod'); var meshComplexityInput = document.getElementById('meshComplexity'); var boneHierarchyDepthInput = document.getElementById('boneHierarchyDepth'); var softwareVersionInput = document.getElementById('softwareVersion'); var hardwareSpecsInput = document.getElementById('hardwareSpecs'); var resultDiv = document.getElementById('result'); var calcTimeSpan = document.getElementById('calcTime'); var weightMatrixSizeSpan = document.getElementById('weightMatrixSize'); var bottleneckSpan = document.getElementById('bottleneck'); var formulaExplanationDiv = document.getElementById('result').querySelector('.formula-explanation'); var vertexCountError = document.getElementById('vertexCountError'); var boneCountError = document.getElementById('boneCountError'); var influencePerVertexError = document.getElementById('influencePerVertexError'); var skinningMethodError = document.getElementById('skinningMethodError'); var meshComplexityError = document.getElementById('meshComplexityError'); var boneHierarchyDepthError = document.getElementById('boneHierarchyDepthError'); var softwareVersionError = document.getElementById('softwareVersionError'); var hardwareSpecsError = document.getElementById('hardwareSpecsError'); var initialValues = { vertexCount: 1000, boneCount: 10, influencePerVertex: 4, skinningMethod: 'linear', meshComplexity: 1.0, boneHierarchyDepth: 5, softwareVersion: '2023.1', hardwareSpecs: 70 }; function validateInput(inputElement, errorElement, minValue, maxValue, isInteger) { var value = inputElement.value.trim(); var errorDiv = errorElement; errorDiv.textContent = "; // Clear previous error if (value === ") { errorDiv.textContent = 'This field is required.'; return false; } var numValue = parseFloat(value); if (isNaN(numValue)) { errorDiv.textContent = 'Please enter a valid number.'; return false; } if (isInteger && !Number.isInteger(numValue)) { errorDiv.textContent = 'Please enter a whole number.'; return false; } if (minValue !== null && numValue maxValue) { errorDiv.textContent = 'Value cannot be greater than ' + maxValue + '.'; return false; } return true; } function calculateWeights() { var isValid = true; isValid &= validateInput(vertexCountInput, vertexCountError, 1, null, true); isValid &= validateInput(boneCountInput, boneCountError, 1, null, true); isValid &= validateInput(influencePerVertexInput, influencePerVertexError, 1, null, true); isValid &= validateInput(meshComplexityInput, meshComplexityError, 0.1, null, false); isValid &= validateInput(boneHierarchyDepthInput, boneHierarchyDepthError, 1, null, true); isValid &= validateInput(hardwareSpecsInput, hardwareSpecsError, 1, 100, true); // Software version is text, no strict validation here beyond checking if empty if (!isValid) { resultDiv.innerHTML = 'Please fix errors above.'; return; } var v = parseFloat(vertexCountInput.value); var b = parseFloat(boneCountInput.value); var i = parseFloat(influencePerVertexInput.value); var m = parseFloat(meshComplexityInput.value); var h = parseFloat(boneHierarchyDepthInput.value); var s = parseFloat(hardwareSpecsInput.value); var skinningMethod = skinningMethodSelect.value; var skinningCostMultiplier = 1.0; if (skinningMethod === 'dual_quat') { skinningCostMultiplier = 1.8; // DQS is more expensive } else if (skinningMethod === 'blend_shape') { skinningCostMultiplier = 0.5; // Blend shapes are often pre-calculated or simpler } // Simplified complexity calculation // Base complexity is proportional to V * B * I * M // Adjusted by hardware and hierarchy depth var baseComplexity = v * b * i * m * skinningCostMultiplier; var estimatedTimeSeconds = (baseComplexity / (s * 10)) * 0.5; // Rough scaling factor, adjust as needed var weightMatrixSize = v * b; // In terms of number of weight values var bottleneck = "; var statusMessage = 'Status: Ready'; var statusColor = 'var(–success-color)'; if (estimatedTimeSeconds > 30) { // Threshold for "long" time bottleneck += 'Long Calculation Time'; statusMessage = 'Status: High Load Expected'; statusColor = '#ffc107'; // Warning yellow } if (weightMatrixSize > 500000) { // Threshold for large matrix if (bottleneck) bottleneck += ', '; bottleneck += 'Large Weight Matrix'; } if (m > 2.0 && bottleneck.indexOf('Complex Mesh') === -1) { if (bottleneck) bottleneck += ', '; bottleneck += 'Complex Mesh'; } if (b > 100 && bottleneck.indexOf('High Bone Count') === -1) { if (bottleneck) bottleneck += ', '; bottleneck += 'High Bone Count'; } if (v > 50000 && bottleneck.indexOf('High Vertex Count') === -1) { if (bottleneck) bottleneck += ', '; bottleneck += 'High Vertex Count'; } if (s < 40 && bottleneck.indexOf('Insufficient Hardware') === -1) { if (bottleneck) bottleneck += ', '; bottleneck += 'Insufficient Hardware'; } if (!bottleneck) { bottleneck = 'Optimal conditions'; } // Update results display calcTimeSpan.textContent = estimatedTimeSeconds.toFixed(2) + 's'; weightMatrixSizeSpan.textContent = weightMatrixSize.toLocaleString(); bottleneckSpan.textContent = bottleneck; resultDiv.style.backgroundColor = statusColor; // Use the status color for the main result background resultDiv.querySelector('.highlighted-result').textContent = statusMessage; // Update chart data updateChart(v, b, i, m, s, skinningCostMultiplier); } function resetCalculator() { vertexCountInput.value = initialValues.vertexCount; boneCountInput.value = initialValues.boneCount; influencePerVertexInput.value = initialValues.influencePerVertex; skinningMethodSelect.value = initialValues.skinningMethod; meshComplexityInput.value = initialValues.meshComplexity; boneHierarchyDepthInput.value = initialValues.boneHierarchyDepth; softwareVersionInput.value = initialValues.softwareVersion; hardwareSpecsInput.value = initialValues.hardwareSpecs; // Clear errors vertexCountError.textContent = ''; boneCountError.textContent = ''; influencePerVertexError.textContent = ''; meshComplexityError.textContent = ''; boneHierarchyDepthError.textContent = ''; softwareVersionError.textContent = ''; hardwareSpecsError.textContent = ''; calculateWeights(); // Recalculate with defaults } function copyResults() { var resultText = "Bake Deformer Weight Calculation Diagnostic:\n\n"; resultText += "Status: " + resultDiv.querySelector('.highlighted-result').textContent + "\n"; resultText += "Estimated Calculation Time: " + calcTimeSpan.textContent + "\n"; resultText += "Weight Matrix Size: " + weightMatrixSizeSpan.textContent + "\n"; resultText += "Potential Bottleneck: " + bottleneckSpan.textContent + "\n\n"; resultText += "Inputs:\n"; resultText += "- Vertex Count: " + vertexCountInput.value + "\n"; resultText += "- Bone Count: " + boneCountInput.value + "\n"; resultText += "- Max Influences Per Vertex: " + influencePerVertexInput.value + "\n"; resultText += "- Skinning Method: " + skinningMethodSelect.options[skinningMethodSelect.selectedIndex].text + "\n"; resultText += "- Mesh Complexity Factor: " + meshComplexityInput.value + "\n"; resultText += "- Bone Hierarchy Depth: " + boneHierarchyDepthInput.value + "\n"; resultText += "- Software Version: " + softwareVersionInput.value + "\n"; resultText += "- Hardware Specs Score: " + hardwareSpecsInput.value + "\n\n"; resultText += "Formula Basis: Complexity is estimated based on vertex count, bone count, influences, mesh complexity, and skinning method, adjusted by hardware performance."; try { navigator.clipboard.writeText(resultText).then(function() { // Optionally provide feedback to user var copyButton = document.querySelector('button.copy-button'); copyButton.textContent = 'Copied!'; setTimeout(function() { copyButton.textContent = 'Copy Results'; }, 2000); }).catch(function(err) { console.error('Failed to copy text: ', err); // Fallback for older browsers or environments where clipboard API is restricted var textArea = document.createElement("textarea"); textArea.value = resultText; textArea.style.position = "fixed"; // Avoid scrolling to bottom document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'Copied!' : 'Copy failed!'; var copyButton = document.querySelector('button.copy-button'); copyButton.textContent = msg; setTimeout(function() { copyButton.textContent = 'Copy Results'; }, 2000); } catch (err) { console.error('Fallback: Oops, unable to copy', err); var copyButton = document.querySelector('button.copy-button'); copyButton.textContent = 'Copy Failed'; } document.body.removeChild(textArea); }); } catch (e) { console.error('Clipboard API not available or failed: ', e); // Handle error, maybe show a message to the user } } // Charting Logic var myChart = null; var ctx = document.getElementById('complexityChart').getContext('2d'); function updateChart(v, b, i, m, s, skinningCostMultiplier) { if (myChart) { myChart.destroy(); } var baseComplexity = v * b * i * m * skinningCostMultiplier; var hardwareFactor = s / 100; // Normalize hardware score var hierarchyFactor = 1 / Math.max(1, h); // Inverse of hierarchy depth // Data series 1: Raw Computational Load (V*B*I*M * Skinning Cost) var rawLoad = v * b * i * m * skinningCostMultiplier; // Data series 2: Effective Load (considering Hardware and Hierarchy) // Higher hardware score and shallower hierarchy reduce effective load var effectiveLoad = rawLoad / (hardwareFactor * 10 + 1) * hierarchyFactor * 5; // Scale factors are arbitrary for visualization // Cap effective load to prevent extreme values skewing visualization effectiveLoad = Math.min(effectiveLoad, 100000); // Arbitrary cap myChart = new Chart(ctx, { type: 'bar', // Changed to bar for better comparison of two series data: { labels: ['Computational Load'], datasets: [{ label: 'Raw Load (V*B*I*M*Cost)', data: [rawLoad], backgroundColor: 'rgba(0, 74, 153, 0.6)', // Primary color borderColor: 'rgba(0, 74, 153, 1)', borderWidth: 1 }, { label: 'Effective Load (Adjusted)', data: [effectiveLoad], backgroundColor: 'rgba(40, 167, 69, 0.6)', // Success color borderColor: 'rgba(40, 167, 69, 1)', borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: false, scales: { y: { beginAtZero: true, title: { display: true, text: 'Relative Load Units' } } }, plugins: { title: { display: true, text: 'Computational Load vs. Effective Load' }, legend: { position: 'top', } } } }); } // Initial calculation and chart rendering on load document.addEventListener('DOMContentLoaded', function() { // Add canvas element dynamically var canvas = document.createElement('canvas'); canvas.id = 'complexityChart'; canvas.style.maxWidth = '100%'; canvas.style.height = '300px'; // Fixed height for chart canvas.style.margin = '30px auto'; canvas.style.display = 'block'; canvas.style.border = '1px solid var(–border-color)'; canvas.style.borderRadius = '5px'; canvas.style.backgroundColor = 'var(–card-background)'; // Find the element after which to insert the canvas var resultSection = document.getElementById('result'); resultSection.parentNode.insertBefore(canvas, resultSection.nextSibling); // Re-initialize chart context after canvas is added ctx = document.getElementById('complexityChart').getContext('2d'); // Initial calculation calculateWeights(); }); // Add event listeners for real-time updates var inputs = document.querySelectorAll('.loan-calc-container input, .loan-calc-container select'); inputs.forEach(function(input) { input.addEventListener('input', calculateWeights); input.addEventListener('change', calculateWeights); // For select elements }); // Add event listener for copy button var copyButton = document.querySelector('button.copy-button'); copyButton.addEventListener('click', copyResults);

Leave a Comment