Problems with lighting and animation.

Gucman

08-03-2007 10:10:13

Hi
I have three problems with oFusion:

1) Objects in oFusion are badly lighted. In Max everything is correct.
By badly lighted I understand that:
If I move the light to the left of the object it is lighted from the right side and vice versa. I have tried to reset pivot, align it to world and such and sometimes it resolves problems and some times not. In the cases it do not resolve problems sometimes reset xForm helps. Do I have to always reset xForm, pivot etc?

2) I have my model of human exported and have the pivot set to its center (in the center of pelvis). The bounding box is correct. Now I do rig this to the biped. Using physique. Biped has it's feet near (0,0,0). Then after export bounding box is halfway below the animated human. The object is centred like the pivot point was at it's feet and not in the center. What am I doing wrong?

3) Some of my objects are partially lighted correctly and partially not. I have a flat surface. All the vertices are lighted correctly except one or two that are lighted as thier normals were pointing in the oposite direction. Uniform normals doesn't help here.

What am I doing wrong? Could You tell me how to prepare models for oFusion to work correctly, and how to export the animations? I have read the help file and some FAQs but it wasn't helpful. Are somewhere the tutorials of how to do this properly?

For now I am using CE version, but I have planned to buy Pro license as we do need some more advanced features that octopus doesn't have. I cannot do this without convincing boss it is worth the price and cannot do this without technically good models. Please help.

Lioric

09-03-2007 22:48:52

1. What type of light are you using? is this with directional lights and spot lights?

2. The skinned animated objects uses the object's pivot point to produce the geometry, set your pivot point to the floor reference and then add the animation modifier, this will produce correct results (i.e. in your application you can manually positionate the character in the floor by set its node position at the floor pos)

3. Are your objects with incorrect light, scaled? if your objects are scaled you need to apply a Reset Xform to produce correct light results (this is needed by the ogre engine or any other interactive engine) if you need to keep the scale values, then in your application you need to use the "scale normals" method after loading the object to normalize the normals for the correct light

If you need more help, you can post your scenes and we will take a look at them as soon as possible