weights with .x
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weights with .x
Alright, I've read around on the forums about the problem with the .x models 'exploding' beccause of bone weight or whatnot.
Is it possiblt to modify Irrlicht so that it is still correctly animated with keyframes and bones and not take into account the weigh? I ask because I have this problem too and I've tried everything except going through each of my models 20somthing bones and calculating weights and such. If theres a guide to it I might get bored one day, but eh... untill then can I just disable it and how?
Is it possiblt to modify Irrlicht so that it is still correctly animated with keyframes and bones and not take into account the weigh? I ask because I have this problem too and I've tried everything except going through each of my models 20somthing bones and calculating weights and such. If theres a guide to it I might get bored one day, but eh... untill then can I just disable it and how?
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this happens becouse of redundand verticies. The X file has its vertexes and weights, which are correct, but once the vertexes flow into a buffer and are processed, who know where and how new verticies are created, (activities which results in creating redundant verticies are f.e tangents creation, maight be also some optimizing methods or such). You first must be sure that the export of your X file is correct in first place. Why don't you www public some of the "models" for others to test them?
what is this thing...
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Just so that you know it's possible, I happily got Panda exporter working with Max 6 and Max 8 with Irrlicht - on a complicated human character, with vertex weighting.
I downloaded the actual model from Turbosquid, added bones in Max, painted weights, animated bones, exported, imported to irrlicht - everything worked fine.
I had to play around a bit with the exporter options - ie, to export transformation matrices, bones, etc.
Cheers,
Pinky
I downloaded the actual model from Turbosquid, added bones in Max, painted weights, animated bones, exported, imported to irrlicht - everything worked fine.
I had to play around a bit with the exporter options - ie, to export transformation matrices, bones, etc.
Cheers,
Pinky
Intellectuals solve problems - geniuses prevent them. -- Einstein
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It’s the exporters fault really, but this may fix the weight problem,
I’ll not sure if the patch will work on 1.2, I’m using the SVN
http://www.fileden.com/files/2006/8/10/ ... tFix.patch
I’ll not sure if the patch will work on 1.2, I’m using the SVN
http://www.fileden.com/files/2006/8/10/ ... tFix.patch
I've built a model for testing purposes.
http://proimpact2.googlepages.com/human.b3d
When I load the model in Unwrap3D (downloaded the demo) the animation plays just fine (one leg lifts off the ground). When I load the model inside Irrlicht MeshViewer the chest explodes.
http://proimpact2.googlepages.com/human.b3d
When I load the model in Unwrap3D (downloaded the demo) the animation plays just fine (one leg lifts off the ground). When I load the model inside Irrlicht MeshViewer the chest explodes.
Could you explain how you do it. i.e what b3d export settings you're using, and how do you solve the weights problem.Amt0571 wrote:Blitz 3D (.b3d) works great for me in 3Ds Max 6.monkeycracks wrote:Is there another file format (other than md2) that Irrlicht supports animations with? And is there an exporter or way to get it that way from 3ds Max 8?
Thanks.
I'd be interested too.zeno60 wrote:Would you mind sharing the options that worked for you?
How do you open a patch file? =]Luke wrote:It’s the exporters fault really, but this may fix the weight problem,
I’ll not sure if the patch will work on 1.2, I’m using the SVN
http://www.fileden.com/files/2006/8/10/ ... tFix.patch
Last edited by pin3 on Fri Dec 29, 2006 2:47 pm, edited 1 time in total.