skeletal animation question

mangoo

24-03-2007 23:26:33

hi,

we are trying to use some skeletal animation with 3dsmax9 and ofusion.
somehow there is a real strange behaviour. animation inside a normal viewport of 3dsmax looks different compared to the animation inside the ofusion viewport. translation, rotation and scaling doesnt fit at all

exporting gives the same result, it lookes (of course) like in the ofusion viewport.

i read some about resetting x-form for the mesh. we tried that for the meshes and bones but it didnt work out :-(


i uploaded a .max scene

here ( only 3dsmax9 ) missing textures, but should work

the animation in the ofusion viewport is correctly drawn, but only because we moved the object that strange inside the other viewport, that it fits inside ogre. this is no solution for long time developement. we would be happy to find out how to solve it and then go on working with this great tools

does anybody know what we can do or what we did wrong?
thx

mangoo

3Diabolos

27-03-2007 00:03:50

Hi everyone, im new to ogre... im not a programmer but an 2d/3dartist.
this ofusion seems to be what i need but im having some problems with it... well, it happen to be exactly the same problem mangoo describes
(hi mate ;) hope you agree that we share the topic)

i have some pics:
normal - looks not so bad but the offset, mirroring and distorted arms :?

with xform reset on the skin mesh

with xform reset on the bones and the skin mesh


if someone could help us out :)
thx for every bit

im also using max9 btw...

Lioric

03-04-2007 03:18:03

We will review your scene asap, its kind of a high load week

Have you searched the forum for similar threads as yours? there are several related to this

http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=2254&highlight=skeletal+animation

mangoo

03-04-2007 23:18:05

yes i tried to find solutions in other posts, but for me it seems to be a bug in 3dsmax9 version only.

3Diabolos

05-04-2007 17:43:28

same here!