Hi everybody,
is there any way of support for vertex animation in irrlicht?
I'm making an escalator, i won't rig it, you know
I tried wrl, X and Dae, it doesn't seem to be ok, or maybe my exporter is bad.
Do anyone knows if it's supported in a way?
Thanks
vertex animation
Re: vertex animation
By vertex animation you mean frame vertex positions like in 3DS max?
I've had no problem with those so far.
I've had no problem with those so far.
Re: vertex animation
Yes, I mean every vertex position animation. Like in every software, maya 3DS or C4D.
Not a bone based animation
Like my vertices have different position in each frame.
Which format did you use to get your results?
Not a bone based animation
Like my vertices have different position in each frame.
Which format did you use to get your results?
Re: vertex animation
The md2 and md3 formats support only vertex animation. Irr supports both fully.
Re: vertex animation
Thanks, that's what I discovered.
By the way, the workflow for getting from .FBX to .MD2 is getting kinda really really hard these days.
I'm currently trying with QTip for 3DSMax.
Thanks for your answers
By the way, the workflow for getting from .FBX to .MD2 is getting kinda really really hard these days.
I'm currently trying with QTip for 3DSMax.
Thanks for your answers
Re: vertex animation
Guys, I'm getting REALLY irritated, I really need some help.
still trying to export Vertex/Morph animation into MD2 format, and it's a real pain nowadays...
Does anyone knows the perfect workflow, from FBX format, it could be better?
I would owe you a big big time if you could tell me one...
Trust me, I've been trying a lot's of solutions.
If only i could do this with bones... But no, this is an escalator animation. I can't rig this.
Regards
still trying to export Vertex/Morph animation into MD2 format, and it's a real pain nowadays...
Does anyone knows the perfect workflow, from FBX format, it could be better?
I would owe you a big big time if you could tell me one...
Trust me, I've been trying a lot's of solutions.
If only i could do this with bones... But no, this is an escalator animation. I can't rig this.
Regards
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Re: vertex animation
If you just need pure vertex animation, you can use the SAnimatedMesh class and just add your poses each frame. The engine will interpolate across those frames automatically.
Re: vertex animation
I kinda managed to export an md2 of 500 frames from fragmosoft.
But when it is loaded into irrlicht, it looks like only around 30 frames are played... Is that normal?
I can assure that my md2 contain 500 frames.
By the way, hybrid, that's not a bad idea. It seems that pandaX exporter can export .X in different files for each frames.
But i can't find this option. I'm still searching, it could be good for me.
Thanks
But when it is loaded into irrlicht, it looks like only around 30 frames are played... Is that normal?
I can assure that my md2 contain 500 frames.
By the way, hybrid, that's not a bad idea. It seems that pandaX exporter can export .X in different files for each frames.
But i can't find this option. I'm still searching, it could be good for me.
Thanks
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- Admin
- Posts: 14143
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
Re: vertex animation
If you can export .x why not use that? Search the forum for the proper settings of the panda exporter. That's simplest and most powerful way.
Re: vertex animation
I needed to convert to md2/md3 for non-skeletal animation.
For skeletal animation, well, i searched the forum for the settings using panda exporter, I found it, and that's not plenty good for skeleton animation.
But I managed to reimport the skeleton directx from pandaX file into fragmosoft, readjust the riggings, and then re export into directX .X from fragmo,
which is plenty supported animation for irrlicht.
As I said, the pipelines are getting hard.
The worst part is that i'm animating crowds, and directX files only support ONE skeletal animation per file, so I have to manually :
export the crowd as FBX from massive prime crowd softmare, using a maya 2011 plugin, reimport them into 3DSMax for re-exporting each one of the crowd's character
into direct .X using Panda exporter (so i have a lot's of file, around 80 ...) and reimport each one of them into fragmosoft, re-rig some vertices that are buggy,
and then re-export into directX from fragmo. This way, irrlicht read the files correctly...
What a pain, what a workflow !
but sincerely, thank you hybrid, at least you made me discover this workflow;
If anyone has a better one, please let me know, i'm losing a lot's of time.
No file format supported by irrlicht does support multiple skeletal animation in one file, am I right ?
Cheers
For skeletal animation, well, i searched the forum for the settings using panda exporter, I found it, and that's not plenty good for skeleton animation.
But I managed to reimport the skeleton directx from pandaX file into fragmosoft, readjust the riggings, and then re export into directX .X from fragmo,
which is plenty supported animation for irrlicht.
As I said, the pipelines are getting hard.
The worst part is that i'm animating crowds, and directX files only support ONE skeletal animation per file, so I have to manually :
export the crowd as FBX from massive prime crowd softmare, using a maya 2011 plugin, reimport them into 3DSMax for re-exporting each one of the crowd's character
into direct .X using Panda exporter (so i have a lot's of file, around 80 ...) and reimport each one of them into fragmosoft, re-rig some vertices that are buggy,
and then re-export into directX from fragmo. This way, irrlicht read the files correctly...
What a pain, what a workflow !
but sincerely, thank you hybrid, at least you made me discover this workflow;
If anyone has a better one, please let me know, i'm losing a lot's of time.
No file format supported by irrlicht does support multiple skeletal animation in one file, am I right ?
Cheers