How to export an animated CAT rig

TheCreator

01-07-2008 20:22:44

Hi, i'm pretty new with this ogre thing and i have a few problems trying to animate a character.

I have a CAT's "base human" rig i animated; i want to use it to animate a mesh from a character i have but i have no idea how to "link" the rig i made with my character's mesh.

Apart from that i tried exporting the animated rig using ofusion but when i click the export animation square, nothing appears; it doesn't detect the rig's animation =S

I've talked with my teacher and he told me that perhaps CAT'rigs couldn't be exported and i ought to transform it to a skeleton to be able to export it; but i have no idea how to do that.

I'm using 3dsmax 9.

Lioric

01-07-2008 22:34:28

Animations using CAT 1, 2 and 3 systems are fully supported, there is no need to convert it to other rig types or any other setup

You need to add an animation entry with the name and range of frames you want, to the animation list in the export dialog, this will produce a scene file and the needed files, with the CAT animation in the .mesh and .skeleton files

In your application you get the animation using the name you need (of the animation entry) as defined in the exporter dialog

TheCreator

01-07-2008 23:26:11

So i've to export a scene and that's all? I only have that cat's rig, no mesh, no skeleton.

At this moment i only have the rig animated, i don't know how to make animate the mesh using that, do you happen to know how to do it?

Lioric

02-07-2008 03:32:31

Actually you need a mesh for the CAT rig to be of any use, there are tons of tutorials on the net (and specially on the CAT site) about animating a mesh with the CAT rig, it is as simple as adding the skin modifier to the object, adding the bones to the modifier, and assigning the vertices of the mesh to the bone(s) you need to be moved by

See the CATs documentation for details, and see the Max tutorials on animating a mesh using the skin modifier