Totally Lost with Animation Exporting

guitarlover

08-07-2006 08:53:45

Dear Brothers,

Currently I got serious problem with exporting animation. The thing is I don't know what steps to do. Therefore, the Orge Viewport always show weird things, with head somewhere and the skeleton animate around somewhere.

Could someone give me some hints how to overcome this situation. Great thanks. And furthermore, can anyone mirror the Tutorial Videos so latecomers still have a chance to learn, otherwise just look and feel... :?

Many thanks, :)

guitarlover

08-07-2006 19:23:35

Hi all,
After trying around, I found that:
+ When trying to export with this model http://www.andytather.co.uk/Panda/Files ... Dragon.zip,
things go fine in the Orge Viewport. Only when viewing mesh in real Orge program with dragon.osm loaded, some tiny problems occur. That means the Viewport is correctly updated.

+ But when trying to export a tutorial animation from Max, I got wrong update in the viewport. The max file is here : http://www.yousendit.com/transfer.php?a ... 1C4F816BD0

Therefore, I think I have missed some rules when doing animation as well as attach bone to the mesh. Any suggestions or helps are mostly welcome. Tks in advance

ricardo_arango

08-07-2006 23:47:32

I built my character from the ground up always testing it to see if it were right. I can get it to display fine with bones, WITHOUT any animation.

But when I tried to do a simple animation, just walking, my character changed axis... And in the oFusion viewport, when I select my character a box appears where it is supposed to be, and the character is somewhere else.

Just look at the picture... How can I fix this or prevent it from happening?

Lioric

09-07-2006 02:55:55

I reviewed the "soccer animated dance" scene, this is what you need to do and some pointers when working with skeletal animated objects:


Dont add any geometry modifiers above the skin or physique modifiers, never (this applies to any object target to interactive applications)

Modify your geometry before adding those modifiers
Prefer to collpase the stack and then add those modifiers if you can (optional)

Always positionate the character/object directly over the skeleton in figure mode, reset the transform and scale (from hierachy panel) of your object, reset the xform of your object and then apply the animation modifier

Never use mirrored bones, construct all your bones as usual even when it takes more work

Use a single mesh for all your objects of the same skeleton, dont use separated objects


This are the steps to get your object correctly displayed:


Select the body mesh (you should attach the other parts and make a single mesh, but for now we will use just that mesh)

Collapse the stack

In the hierachy panel (with the object selected) click on "Transform" and "Scale" buttons of the "Reset" group

In the Utilities planel, reset XForm

Collapse the stack

Add the skin modifier

Add the "bones" to the skin modifier

Update the viewport

You should see the object correctly animated, except for an arm animation, this is because that arm bone is a mirrored bone
(the scale of that bone is -100, -100, -100)

Replace the incorrectly animated bones with new bones created manually


Use the relevant methods of this post in the scene of the previous screenshot

guitarlover

12-07-2006 18:25:07

Tks so much Lioric! Hope you are doing well with oFusion! It is really a great tool.
Furthermore, if you can spare some time to repost the movies, it is really appreciated. Many tks from us, really. :D