Physique animation export problem

christianboutin.com

19-03-2006 20:36:50

I have problem exporting a wingflap "physique" animation that I created. The animation exported ok with the old MaxScript exporter but it behaves really strangely with oFusion.

I tried to collapse/then Xform. Xform then collapse. Always before applying physique.

I have generated a max scene with only this animation and I can provide it if anyone wants to take a peek.

Cheers!

C.

christianboutin.com

20-03-2006 16:22:45

I've got a tiny bit of additionnal info that might help pinpoint the problem.

I restarted boning the model from scratch and exported after having only one wing (the model is a flying humanoid) of the model boned and physiqued. Everything worked well in Ogre. Then I flipped the bones and discovered the flipped bones, although they show and animate well within 3DS, act really erratically in Ogre.

So I started over a third time, but this time instead of flipping the left wing bones to make the right wing bones I decided to create the right-wing bones from scratch and that solved the problem.

It seems somewhere in the pipe bones that are created by flipping other bones end up looking erratic in the Ogre app.

Hope that help. Can still provide a .max scene to test.

Cheers!

C.

Lioric

20-03-2006 17:08:48

Never use mirrored bones, it creates a negative matrix that can create some issues on interactive engines