Mesh/Character Animation Problems...MAX models...Need help

amowatt

09-05-2006 18:58:27

We have been working on moving a character in OGRE. The character is built in MAX with controls and rigs as per the images below.

However when we export using oFusion and review character in MeshViewer we have problems for all anims where the character moves from his current standing postion.

We originally thought that this could be solved with redoing anim, but suggestions indicate that programming is required. We need to seek the best solution to problem, either animation/modeling or a programming solution.

Assistance would be greatly appreciated.

See the images and videos of problem below:

1.

2.

3.

and video files

1. http://www.theseven.com/OGRE/way_it_should_be.avi

2. http://www.theseven.com/OGRE/way_OGRE_sees_it.avi

Any assistance would be appreacited. If programing solution provided with written working code, we are willing to compensate for quality solution. Thanks folks.

brentrossen

01-06-2006 15:36:55

Perhaps you have more than 4 bones influencing the affected vertices? OGRE automatically tries to reduce to 4 bones (or maybe 2) for each vertex, and may make bad choices. Are you using the oFusion exporter? Does it give the same errors in the oFusion viewport?