Pendulum
20-09-2006 02:07:33
Hello,
I'm very new to oFusion and Ogre, and I'm slowly learning the export process. I'm using 3ds max 7, with only the oFusion tools installed. Ultimately I'd like to rig a character and export it to an Ogre app.
When I learn a new game engine, I tend to try little experiments as I do the tutorials and read the docs.
In this case, the first thing I did was export a textured mesh without animation. It showed up in the oFusion window, and it worked fine in the app.
Next, I tried adding a few rotate keys, just to pivot the mesh left and right. No bones or anything (not sure if that's right - I know some apps need at least one bone), just a mesh. I tried exporting this, being sure to set it up to export animation, and marking which frames I wanted to export. I didn't see any files export that looked like animation files, just the mesh and material exported.
I thought the problem might be with the mesh, so I restarted Max and started over with a new test. That's when I ran into this odd problem with rotation:
First I created a torus in the perspective viewport. Then, with Auto Key turned on, I animated the torus on its x axis so that it wobbled a bit: I rotated it -30 degrees at frame 20, then back 60 degrees at frame 40. So the X rotation keys read as: frame 0, 0 degrees; frame 20, -30 degrees; frame 40, 30 degrees. The torus animated fine, with the proper tweening, nice and smooth.
Then I went to the perspective window and set that to be the oFusion viewport. At that point the animation broke:
In the non-oFusion viewports, the torus rotates from 0 degrees on frame 0 to -150 degrees on frame 1. It stays at that rotation until frame 20, at which point it jumps to -30 degrees. Then it tweens properly for the rest of the animation.
In the oFusion viewport, the torus smoothly tweens between frame 0 and fame 20, only backwards: it's like it chooses the long way to get from 0 degrees to -30 degrees, flipping 150 degrees in the wrong direction. Then between frames 20 and 40 it seems to tween correctly.
It seems as if it doesn't like dealing with Max's negative rotation.
One thing that strikes me as weird is that the rotation is different between the two window types.
What's really troubling, however, is that this problem seems to change the way Max itself rotates objects. Even after I reset Max completely, and start over. If rotate an object after having this problem, even after resetting, and even without running the oFusion viewport, it rotates in this weird way. I have to shut down Max and restart to get it back to normal.
Like I said, I'm a newb, so sorry if I'm pointing out something everybody already knows. But I've got the latest tools, done some tutorials, got the hotfix to fix the tuts, dug through the forums and read the docs. I've not seen this problem addressed exactly.
If nothing else, this is a good case study of things a newb might run into =).
Incidentally (since it seems like a fix suggested for many rotation problems posted on this forum), I did try resetting Xforms. That didn't help, and anyway I wouldn't expect it to since I'm working with a freshly built object whose pivot is alligned with the world's.
Thanks!
I'm very new to oFusion and Ogre, and I'm slowly learning the export process. I'm using 3ds max 7, with only the oFusion tools installed. Ultimately I'd like to rig a character and export it to an Ogre app.
When I learn a new game engine, I tend to try little experiments as I do the tutorials and read the docs.
In this case, the first thing I did was export a textured mesh without animation. It showed up in the oFusion window, and it worked fine in the app.
Next, I tried adding a few rotate keys, just to pivot the mesh left and right. No bones or anything (not sure if that's right - I know some apps need at least one bone), just a mesh. I tried exporting this, being sure to set it up to export animation, and marking which frames I wanted to export. I didn't see any files export that looked like animation files, just the mesh and material exported.
I thought the problem might be with the mesh, so I restarted Max and started over with a new test. That's when I ran into this odd problem with rotation:
First I created a torus in the perspective viewport. Then, with Auto Key turned on, I animated the torus on its x axis so that it wobbled a bit: I rotated it -30 degrees at frame 20, then back 60 degrees at frame 40. So the X rotation keys read as: frame 0, 0 degrees; frame 20, -30 degrees; frame 40, 30 degrees. The torus animated fine, with the proper tweening, nice and smooth.
Then I went to the perspective window and set that to be the oFusion viewport. At that point the animation broke:
In the non-oFusion viewports, the torus rotates from 0 degrees on frame 0 to -150 degrees on frame 1. It stays at that rotation until frame 20, at which point it jumps to -30 degrees. Then it tweens properly for the rest of the animation.
In the oFusion viewport, the torus smoothly tweens between frame 0 and fame 20, only backwards: it's like it chooses the long way to get from 0 degrees to -30 degrees, flipping 150 degrees in the wrong direction. Then between frames 20 and 40 it seems to tween correctly.
It seems as if it doesn't like dealing with Max's negative rotation.
One thing that strikes me as weird is that the rotation is different between the two window types.
What's really troubling, however, is that this problem seems to change the way Max itself rotates objects. Even after I reset Max completely, and start over. If rotate an object after having this problem, even after resetting, and even without running the oFusion viewport, it rotates in this weird way. I have to shut down Max and restart to get it back to normal.
Like I said, I'm a newb, so sorry if I'm pointing out something everybody already knows. But I've got the latest tools, done some tutorials, got the hotfix to fix the tuts, dug through the forums and read the docs. I've not seen this problem addressed exactly.
If nothing else, this is a good case study of things a newb might run into =).
Incidentally (since it seems like a fix suggested for many rotation problems posted on this forum), I did try resetting Xforms. That didn't help, and anyway I wouldn't expect it to since I'm working with a freshly built object whose pivot is alligned with the world's.
Thanks!