Max 9, oFusion, Skin Animation Problem

mr_burns

05-02-2008 03:52:12

Hi all,

Max 9, oFusion CE 1.8.6, and Ogre3D 1.4.5.

I'm trying to export a palm-tree that appears to be blowing in the wind.

Tree has a skin modifier applied, and the envelopes are pretty clean with minimal overlap.
Export the scene and the bones are rendering in my Ogre App, and they are animating perfectly. They tree mesh is also being rendered, but is not moving.



I tried to attach the mesh (palmskin) to the last bone in the hierachy (bone03) and the mesh moves with Bone03 in the Ogre app, but does not bend.

Any thoughts as to where I am going wrong?

Here are some examples of what i get in the Ogre3d app:

Below: Bone visible and animating, tree visible not deforming or animating (image is frame 01)



Below: Bone visible and animating, tree visible not deforming or animating (image is frame 20)



Below: Bone visible and animating, tree visible but is rigid, it is animating as a solid object and is linked to bone03
(image is frame 01)



Below: Bone visible and animating, tree visible but is rigid, it is animating as a solid object and is linked to bone03
(image is frame 20)

Lioric

05-02-2008 17:23:56

Is the .skeleton file correctly loaded in your application? (see the log file of your application)

Is the skeletal animation enabled and updated (each frame) in your application?

mr_burns

06-02-2008 22:06:55

Contents of Ogre Log relating to the .skeleton file.


Mesh: Loading palmskin.mesh.

Skeleton: Loading Object65_mesh.skeleton

WARNING: palmskin.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.

WARNING: the mesh 'palmskin.mesh' includes vertices without bone assignments. Those vertices will transform to wrong position when skeletal animation enabled. To eliminate this, assign at least one bone assignment per vertex on your mesh.


Does this mean that there is a problem with my envelopes in 3DS Max?
Any help is appreciated.