Ofusion and my model don't get along.

HagNasty

29-08-2006 20:08:46

Currently I am having a problem with an export of a model I am doing for a game. Her name is Eve and she is a breakdancer. There are 3 placeholder animations on her. When I export her, the same way I do other models, I get errors. These errors prevent the .mesh and .skelleton files from being built.

Any help you can provide would be great.

Thank you in advance.

HagNasty


My Export file is also included. It reads as follows:



21:07:51: Creating resource group General
21:07:51: Creating resource group Internal
21:07:51: Creating resource group Autodetect
21:07:51: Registering ResourceManager for type Mesh
21:07:51: Registering ResourceManager for type Skeleton
21:07:51: Registering ResourceManager for type Material
21:07:51: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 7
Function: Skeleton::getBone
Description: Bone named 'Bip01' not found..
File: ..\src\OgreSkeleton.cpp
Line: 485
Stack unwinding: <<beginning of stack>>
21:07:51: Skeleton: Loading Eve_mesh.skeleton
21:07:51: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource Eve_mesh.skeleton in resource group General or any other group..
File: ..\src\OgreResourceGroupManager.cpp
Line: 583
Stack unwinding: <<beginning of stack>>
21:07:51: Unable to load skeleton Eve_mesh.skeleton for Mesh Eve_mesh. This Mesh will not be animated. You can ignore this message if you are using an offline tool.
21:07:51: Material 10_-_Default was requested with isManual=true, but this is not applicable for materials; the flag has been reset to false
21:07:51: MaterialSerializer : writing material 10_-_Default to queue.
21:07:51: MaterialSerializer : parsing texture layer.
21:07:51: MaterialSerializer : done.
21:07:53: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 7
Function: Animation::getNodeTrack
Description: Cannot find node track with the specified handle.
File: ..\src\OgreAnimation.cpp
Line: 98
Stack unwinding: <<beginning of stack>>
21:07:53: MaterialSerializer : writing material(s) to material script : Eve.material
21:07:53: MaterialSerializer : done.
21:07:53: Unregistering ResourceManager for type Mesh
21:07:53: Unregistering ResourceManager for type Skeleton
21:07:53: Unregistering ResourceManager for type Material

Lioric

30-08-2006 03:48:48

I will review this inmediatly

HagNasty

30-08-2006 17:57:27

So, does this mean that I found a small glitch in Ofusion or is it a problem with my model?

Also im not sure if the Joint deformer is suported in oFusion. I do use them but it's the only thing I can think of if it is actually the models problem.

Markness

04-09-2006 07:50:01

Has any progress been made on this issue? One of my artists is having a similiar issue with one of their characters - this issue seems to stem from max bone controls not being included in the skin? I dunno, kinda annoying heh.

HagNasty

04-09-2006 18:35:38

Ive toyed around with it and got it to export everything. There is just one problem. It's like a transporter acadent. My model turns into a pile of animating polygons.

I only get one error now

Caught exception in CreateSkinBoneList()

Any ideas how to fix this?

QuailhunterB

05-09-2006 13:40:13

I think that you have to include that "Bip01" in your skinning for it to work. I had the same problem before and i had to include even the animation controls and dummies in the skinning before my model exported.

Lioric

05-09-2006 22:27:39

I reviewed your scene file today

As noted above, you need to include the Bip01 node in your bones list (you need to include all bones hierarchy when using skin modifier)

The issue is that your object has a different matrix than the biped, you need to Reset the Xform of the object so the matrix is clean

I tested this and your scene was working with a few steps, you can find more information on this thread:

http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=1631

*First set the biped in "Pose Mode"
**After you Reset the XForm of the object, you need to repositionate it to the biped position



Click on the image for the full size

HagNasty

08-09-2006 13:11:18

You are my hero. Thanks so much.

Just one thing though

I followed the steps u say at the link

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

but it completley messes up all the weights and the bone centers. How do I fix that? Do I have to re righ the whole model?

Lioric

08-09-2006 16:38:19

Those steps are for the object model only (the chracter mesh) not for the bones or the sekeleton

You dont need to do anything special with the bones

HagNasty

09-09-2006 01:12:43

Sorry my mistake. I said it wrong. I It messes up the envelopes. I posted a strip of my steps. Am I doing something wrong. Well obviousles I am but what?

I don't actually do anything to the bones because they are not in figure mode.


Lioric

09-09-2006 02:04:41

Open the "Female_Model 1.1_Test_ani.max" scene
Set the model (Bip01) in "Figure mode"
Select the "Eve" object
Collapse the stack of this "Eve" character object (so the skin modifier is deleted, you will need to add it again later with the proper placed object)
Reset the XForm
Collapse the stack again (optional, but suggested)
Positionate the object correctly over the skeleton if the position is different (in this scene it wont be)
Add the skin modifier
Add all the bones to the modifier bone's list
Set the model to "Mixer Mode" so it will be animated

Update the character in the preview viewport, and it should be animated normally

Markness

09-09-2006 03:48:51

Lioric - if that works it will make alot of my project team happy - we have re-rigged so many models, so many times its not funny.

Also, does that mean you could rescale( in max) a model and not have to re-rig?

Oh also, we dont use biped, its either a custom rig, or IK / FK

Lioric

09-09-2006 20:43:31

It all depends on how "dirty" the matrices are before the animation modifier was applied, but on most cases those steps will work (on other cases a few extra will be needed)

I have not tested scaling, but if the bone envelopes are correctly defined then you wont need too much re-rigging the object (if needed at all)

Its not different if you use biped or bones or other bone object/system