Vvictor
07-12-2006 03:07:14
Hi, long time Ogre-er, first time poster----
Ok, I just went through a lot of grief trying to export my animation. I was having trouble getting it to export right and work in my game. What I am doing is making a first person shooter (in a large team) in Ogre and I have models of arms with guns in 3dsmax8 with multiple animations. I finally got it to work, but I have narrowed all of the things that gave me problems down to a few prerequisites:
1. The model/animation must be done with bipeds, and not with bones. For some reason, we initially had our models animated using bones and adding them into a skin modifier in the model. When I exported and coded it into the game, there would be strange stretching and distortion in the mesh when an animation was called. The gun would offset itself to a random location. Here is a screen shot of what would happen:
http://img87.imageshack.us/img87/4255/gunwtfdr8.png
(left window==first person view, right window==offset lookAt cam)
So after animating the hands and gun with a biped, it would work perfectly as long as...
2. The model has to be exported using an older version of oFusion. For some reason, the latest oFusion would yield some strange results. Sometimes the model wouldn't show up in the scene, or sometimes 3DsMax8 would crash when I tried exporting. It really depended on the computer I was using to export. By luck, we tried exported on a computer with an old version of oFusion (I'm not sure which version it was but it didn't have the static geometry options) and it worked.
So basically, the way I have found for my animations to export correctly into my game is for the character animations to be done using bipeds instead of bones, and exported with an older version of oFusion. Does this sound weird to anyone? Am I doing something that would cause these effects?
Thanks, and sorry about my poor English.
Ok, I just went through a lot of grief trying to export my animation. I was having trouble getting it to export right and work in my game. What I am doing is making a first person shooter (in a large team) in Ogre and I have models of arms with guns in 3dsmax8 with multiple animations. I finally got it to work, but I have narrowed all of the things that gave me problems down to a few prerequisites:
1. The model/animation must be done with bipeds, and not with bones. For some reason, we initially had our models animated using bones and adding them into a skin modifier in the model. When I exported and coded it into the game, there would be strange stretching and distortion in the mesh when an animation was called. The gun would offset itself to a random location. Here is a screen shot of what would happen:
http://img87.imageshack.us/img87/4255/gunwtfdr8.png
(left window==first person view, right window==offset lookAt cam)
So after animating the hands and gun with a biped, it would work perfectly as long as...
2. The model has to be exported using an older version of oFusion. For some reason, the latest oFusion would yield some strange results. Sometimes the model wouldn't show up in the scene, or sometimes 3DsMax8 would crash when I tried exporting. It really depended on the computer I was using to export. By luck, we tried exported on a computer with an old version of oFusion (I'm not sure which version it was but it didn't have the static geometry options) and it worked.
So basically, the way I have found for my animations to export correctly into my game is for the character animations to be done using bipeds instead of bones, and exported with an older version of oFusion. Does this sound weird to anyone? Am I doing something that would cause these effects?
Thanks, and sorry about my poor English.