The skin shape vertices are exported in world space
(it's a special case). At run time, vertices are moved back in bone local space
using the inverted "figure mode" bone world matrix and then transformed in word
space using the "current" bone world matrix. It means that :
----- Original Message -----
Sent: Thursday, February 19, 2004 4:51
AM
Subject: [Nel] animation problem
Hi again,
im working on animating a monster
ive created a biped scaled rotated and moved it
until its the right size and shape inside the model
this was all done in figure mode i attached it to
the monster with a physique modifier and all the
rig movements work fine.
i exported the shape and the skeleton ( from its
root ) and the ( skeleton weight from its root )
whilst still in figure mode
i loaded this into object viewer and all seemed
fine the shape and skeletons center point are at
XYZ 0,0,0 at this point
after loading into our game i notice that after
adding the skeleton our monster is half under the floor
and facing the wrong way...
even though its facing forwards in 3ds
max.
so i went back into figure mode moved the
skeleton up to z 1.32 this aligned the monsters feet with
z = 0
and i rotated him 90 degrees so he was facing
right i re exported the shape and the skeleton while
in figure mode
after loading him back into the game i see hes
standing comfortably on the ground and facing forwards
time to add an animation
i selset his tail segments ( not in figure mode
now ) and set a biped animation key in the KEY INFO
roll out in the motion section
i moved his tail and set a new key at frame 9 and
continued until i was happy with a basic 40 frame animation
his tail swishes back and forth happily in 3ds
max and looks fine
so time to export the animation - extensive
testing with the GNU model and animations proves our
animation system is fine
i select the bip01 biped root and choose export
model animation save the animation and load up object viewer to test
it
( not view scene from the export rollout
)
i load the shape skeleton the weight he sits
happily but i notice hes not above z=0 now in object viewer hes below
it
curious i continue i add the anim and then insert
it on his skeleton ( jump ) the model jumps to the very middle of
the
scene axis ( yellow lines ) with equal amounts
under above and to teh sides...
i set the anim length and click play and got a
distorted animation his tail was doing some very unscenly
things!!!
and frankly i was scared to even
watch..
stopping the animation i spend a few hours
pullign my hair out and decide to remake him ground up from just the
object
going through the entire 3 hours process again i
find out that if i dont move him up z and rotate him the animation works
fine
as soon as i moved the skeleton UP in 3ds max and
rotate him the animation gets very odd!
now i think ok thats fine and step back a ways to
before i made the animation and he was just an unanimated model
i knew i had made the animation AFTER id set his
skeleton rotation and position but tried again
to be sure setting his placement and roatation in
figure mode exporting and so on then when he was all ready and no
animation existed i created the anim from
scratch
same issue his tail went crazy and im sure he
enjoyed it but was pretty unbecomming even for a horny little
monster
so i think some more and in the end after
remaking him and trying again im stuck... the strange thing i note most of
all
is the move when you set the anim to the playlist
the shape warps from his position to an utterly central one.
and possibly im exporting the animation
wrong..
or even using the wrong method to
animate
please help :)
im going crazy
Andi 'Debug' Allen
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