Need Help Understanding Animation

Problems building or running the engine, queries about how to use features etc.
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newbie55555
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Joined: Sat Jan 16, 2016 8:28 pm

Need Help Understanding Animation

Post by newbie55555 »

Hi,

I have been learning about ogre3d this week and therefore have also been learning about blender alongside so I can create content for ogre3d. I am now trying to make my mesh animations I have created in blender animate in ogre3d.

I have read and followed many tutorials as best as I could but still after a full day I am stumped as to why I get an exception in ogre3d: Entity is not animated in Entity::getAnimationState.

My animation is just a shape which I have created by inserting keyframe at frame 1 and then also at frame 30 with a rotation at frame 30, the animation plays fines in blender but when I export I get the above error when running in ogre3d even though my mesh appears fine.

I am starting to see references in the stuff I am reading via Google about animation regarding amature, bones, .skeleton files but I am sill left scratching my head so I am hoping somebody can answer these questions for me please..

Do I need a .skeleton file as well as .scene and .mesh to get animation working in ogre3d or is this file optional?

Do I need to create a amature/bones in blender for simple shape rotations to get animation working in ogre3d?

My .blender project currently doesn't output .skeleton file when exporting for ogre3d - would this change if I used amature/bones? At the moment I'm thinking I don't think I need to use a skeleton/bones in blender (unless ogre3d requires it) as my animation is just a shape rotating as mentioned.

Thanks for any help you can provide clearing up my confusion.
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c6burns
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Re: Need Help Understanding Animation

Post by c6burns »

newbie55555 wrote:Do I need a .skeleton file as well as .scene and .mesh to get animation working in ogre3d or is this file optional?
If using skeletal animation, yes
newbie55555 wrote:Do I need to create a amature/bones in blender for simple shape rotations to get animation working in ogre3d?
If using skeletal animation, yes.

Your other option is blend shapes (morphing in 3ds max terminology). I recommend going with skeletal animation for exporting animations. You could also just rotate the object in Ogre, but if you want to animate in your DCC tools and then play it back at runtime in Ogre then go for skeletal.
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