Problem with bone attached to biped

CUINL

11-08-2006 06:07:07

Hey all!

I'm having a little problem while exporting animation using oFusion (yes I already searched the forum, but did not find any solution ;) )

I'm using 3ds 6.0
I have a single mesh representing a character.
The model has a biped + some bone for the kilt, aye!
The bones of the kilt are all attached to the pelvis using Transform Controllers -> Link Constraint
The model is skinned (biped + bones)
The animations works fine except for one, the problem arise when there is a rotation on the Bip01.

Here is an explanation in images

When I rotate all the bones except the Bip01
it look like this in max


it look like this in CEGUI Mesh viewer, yay everything is fine :)


Then I rotate the Bip01

it looks fine in max


But in Ogre, the bones in the kilt are all messed up :(



I dont know if it's the link constraint that's causing the problem for the oFusion exporter, I must admit that I don't know what to do next.

Any help would be kindly appreciated, thanks!

Phil

Lioric

11-08-2006 16:48:31

Why those bones are not attached to the biped as any other bone (i.e. parent->child)?

CUINL

11-08-2006 20:38:03

Why those bones are not attached to the biped as any other bone (i.e. parent->child)?

It's a good question for wich I have no response, except that I thought it was the way to attach a bone to a biped :oops:

That's what happens when a programmer tries to do modelling :lol:

So, how would I make the kind of link you are talking about?

Thanks in advance

Phil

Lioric

14-08-2006 17:03:35

Did you tested by creating a link form the added bones to the pelvis or biped root? (click on "Select and Link", select the bone and then select the parent bone to create the link)

Then re-init the Physique modifier (select the option(s) to use the new added bones)

CUINL

17-08-2006 05:04:13

Thank you Lioric, I tried with the 'select and link' button and it worked!

Thanks again for your help :)


Phil.