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#1 6-Jul-2012 00:44:22

Alexandre_Brazil
Member
Registered: 8-Dec-2011
Posts: 220

export Animations

Hello Friends,

What exporter of meshes and animations to Ogre3D allows you to export in the same file more than one animation sequence for the same character?

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#2 6-Jul-2012 09:20:11

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,402
Website

Re: export Animations

Hi Easy Ogre exporter allow you to setup differents animations intervals with the "Time tags" (see EOE FAQ : http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter)

or with the animation mixer.

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#3 7-Jul-2012 20:10:28

Alexandre_Brazil
Member
Registered: 8-Dec-2011
Posts: 220

Re: export Animations

Follow the steps in the tutorial Easy Ogre Exporter, but the scene appears to import a single sequence containing all the default animation frames (default_skl # 2).
I'm sending the file to see if you can see what I'm doing wrong.
Once again thank you for your willingness to help everyone in this forum.

Link Model 3D

The animation is set to:

Frame 0 - Wait Tag
Frame 100 - Tag End_Wait
Frame 101 - Floor
Frame 293 - End_Floor
Frame 294 - Attack
Frame 695 - End_Attack

Last edited by Alexandre_Brazil (7-Jul-2012 20:15:31)

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#4 9-Jul-2012 12:46:18

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,402
Website

Re: export Animations

I tried with max 2012 and the animation works correctly.
but you forgot a reset X-form before the skin modifier and the normals seems bad

look at the FAQ : 12 http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter

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#5 29-Jul-2012 23:18:54

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,402
Website

Re: export Animations

Hi !
a new version of the exporter is available : http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter

this correct the normal values and the bad bones translation
it now manage the vertex animation from the mesh modifiers like ripple or noise for example.

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#6 15-Aug-2012 00:47:36

Alexandre_Brazil
Member
Registered: 8-Dec-2011
Posts: 220

Re: export Animations

Is there any help for the window parameters of the new version of the exporter?

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#7 16-Aug-2012 18:33:03

iri
Admin. / Scol language & Scol apps developer
From: France
Registered: 22-Feb-2009
Posts: 2,023
Website

Re: export Animations

Arkeon is on holidays, he needs it smile

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#8 10-Oct-2016 12:11:47

denua
Member
Registered: 31-Jul-2016
Posts: 24

Re: export Animations

I use 3d max 2017 and use export to fbx format, then import to OS3D. But in  OS3D i get model and bones moving separately. If I export through 3ds format - get empty model. How solved this problem or what is the simpest way to animate object created in 3dmax?

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#9 10-Oct-2016 12:16:41

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,402
Website

Re: export Animations

Bones and nodes are separated animation types
You can link them together with the cinematic editor

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#10 10-Oct-2016 13:17:02

denua
Member
Registered: 31-Jul-2016
Posts: 24

Re: export Animations

but in 3d max it moving together i make it same like in video https://www.youtube.com/watch?v=_Mu0UIgHLVE but through fbx format, when import to unity3d this model also moving good. Are there any tutorials on this theme

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#11 10-Oct-2016 17:49:59

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,402
Website

Re: export Animations

this tutorial use Easy Ogre Export for 3ds max.

if you want the biped to move you must animate the root bone.
if you animated the mesh for translation il will be processed as a node animation.
Ogre split the animations from several resources
in skeleton file for bone animation
in mesh for pose and morph animation
in scene for node animation

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#12 23-Dec-2016 08:25:20

Legrafc
Member
Registered: 31-Oct-2016
Posts: 77

Re: export Animations

Hi, Arkeon

I'll see you again
I am doing an exercise where I modeled in 3ds Max 2013 a turntable, this simulates that it is playing a disc
In the link I share the 3ds Max scene, the OS3D file, Turntable AVI, Window Screenshot of "Easy Ogre Exporter 3.0".
http://www.mediafire.com/file/9zxr3yzb2 … e+files.7z
http://www.mediafire.com/file/wol1vxjho … eenshot.7z
The turntable is very simple, originally it is more complex but I reduced its elements but in the 2 cases I had a bad result.
The animation is as follows:
Time              Action         
0 ---15                Cover open
15 --- 60             Disc Turn
60 --- 100          Arm in
100 --- 120        Arm on disc
120 --- 180        Arm out
180 --- 200        Cover close
Put in the timeline "Add time tags" and export it in "Easy Ogre Exporter 3.0" without any problem.
In the OS3D Editor export the turntable and place it inside a dummy, when I deploy the scene tree, locate the animations and play them with the "play".
The export made me many animations and also in the viewer of the OS3D the turntable disarmed to give "play", its parts were floating everywhere.
I already export it several times, but I have not had a good result
I hope the files I share help you.
Greetings and thank you very much and have an excellent day.

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#13 23-Dec-2016 08:51:43

Legrafc
Member
Registered: 31-Oct-2016
Posts: 77

Re: export Animations

Forget to tell you that the turntable will place it in an Android application and control its functions with PlugITS button and animation.

thanks

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#14 24-Dec-2016 08:10:46

Legrafc
Member
Registered: 31-Oct-2016
Posts: 77

Re: export Animations

Hi Arkeon

I wish you and the OSD3 team a Merry Christmas with your families and friends.

David (Legrafc)

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#15 24-Dec-2016 17:18:18

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,402
Website

Re: export Animations

Hello,

- object transformation animation are per object, so it's normal you have several animations for each mesh.
- Do not use Object groups in Max (the Max SDK do not provide correct object matrix when it's used on export)

So just ungroup all and export again the bad positions issue should be resolved

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