problem with morph animation

marcoslm

26-06-2008 14:08:57

Hi, I use ofusion ce to export my animation.
I have a male character with facial animation (many morphs), but when I export, all facial animations disapear. In 3dsmax, it works very well, but I don't know why it doesnt work when I export. If I create a new morph modificator, I can see the facial animation at ogre. But it is very boring to create all animation keys to see the morphs. Is there any specific opions to export morph animations to ogre?

regards

Marcos Meneghetti

Lioric

26-06-2008 15:58:55

Have you enabled animation export and created an animation entry in the animation list of the export dialog?

marcoslm

26-06-2008 16:24:32

Yes.
The really problem is just one morph model that cut all facial animations when I export. This morph is not different than others. But when I put it in my morph list and export, all facial animation are turned off. It has the same number of vertex, same number of faces etc. So I don't know why just one morph can cause this catastrophic problem :roll: :roll: :roll: :roll:

Lioric

26-06-2008 22:36:40

What exactly "the animations are turned off" means, is the morph modifier in th stack turned off? or is that the animations are not produced in the .mesh file?

Are the morph animations of that model displayed correctly in the preview viewport?

marcoslm

01-07-2008 11:43:47

The animation appears very well in the preview viewport of 3dsmax. the problem is the animation is not produced in the .mesh file. And the other problem is some morphs in 3dsmax are so smooth and when I export, they are very "square". And they move points that dont move in 3dsmax too.
You can see that in this link:

http://www.ogre3d.org/phpBB2/viewtopic.php?t=42038&highlight=marcos

Lioric

01-07-2008 19:02:18

In the oFusion preview viewport, are they displayed correctly there?

Any number of morpher channels are supported (up to 100), do you have any other geometry modifiers above the morpher modifier?