Hi everybody
I've got a problem with the oFusion exporter.
Every time I export a character with its animations (IK chains skinning etc etc) I get a huuuge file list. Indeed the bones are saved as meshes... A friend told me that it is really odd... isn't it ?
Besides when I load the animation (a simple animation in loop) in Ogre only the bones are animated but not the mesh... Is it a skinning problem ? Is there a special technique ? Am i totally idiot ? (noob certainly...)
Could someone help me ?
Lioric
17-03-2006 19:09:24
If you hide the object bones, they will not be exported, just the animated mesh
How is your mesh configured? are you using max bones? if so, all your vertices should have a weight assigned
How is the animation displayed in oFusion viewport?
I didn't know about hiding the bones. Actually I am a beginner with Ogre exporters and not very gifted when it isn't graphic design ^^...
I'm using basic max bones and skinning (I was trying to export a model that works well in virtools*** \(-_-)/ but not in oFusion Viewport). That's why (as I am a noob) I don't know how it works with oFusion and Ogre.
We tried with a simple cylinder. But only the skeleton was animated in Ogre. The skinning doesn't work. Have you got any clue about how to proceed ?
*** I am student in Game design in a french school that uses virtools to make games. As virtools is evil (lol) we are developing a game with programmers who want to use Ogre .
Lioric
18-03-2006 02:33:44
We dont use bones in our projects but biped
But max bones are extensively used in oFusion on several commercial titles currently in development, so oFusion has great support for max bones, character studio and CAT system
Test with a simple box or cylinder, here is what i did for the simple test
Create a segmented box or cylinder
Create two or three bones inside the object
Add skin modifier to the object
Add the list of bones to the skin modifier
Edit the "Evelopes" of each bone to cover the corresponding vertices
The vertices chage its color to show they have weight influence
In oFusion viewport you can see the object colored to show the vertices influence (you will need a light in the scene if the object dont have a material or has its vertex color active)
Animate the bones
Update the object in oFusion viewport, "Update Sel" tool
Play the scene and you will see the animation
These are basic steps, and im sure you already know how to do that
You should remeber that all vertices should be influenced by at least a bone or they will not be displayed in ogre
If your current character dont animate properly in oFusion, you need to "Reset XForm" of the character and it should be diplayed correctly after updating it
I can send you a scene with a bone animated character that you can inspect, if you need
mcarney
07-02-2007 15:55:36
I too am having the same problem. My skinned sphere is not animated to its bone structure in Ogre. However in oFusion it looks fine.