.x animation feet artifacts
.x animation feet artifacts
Hello.
I exported this model using Blender to .x file:
blend: https://dl.dropboxusercontent.com/u/123 ... mbie.blend
x: https://dl.dropboxusercontent.com/u/123 ... c/zombie.x
With the following export options:
But I'm getting this result (walk1 animation):
Why do I get these feet artifacts? How to fix this?
I exported this model using Blender to .x file:
blend: https://dl.dropboxusercontent.com/u/123 ... mbie.blend
x: https://dl.dropboxusercontent.com/u/123 ... c/zombie.x
With the following export options:
But I'm getting this result (walk1 animation):
Why do I get these feet artifacts? How to fix this?
Re: .x animation feet artifacts
I see the bug, but don't seem to have an .X exporter in Blender. Where did you get yours from?
edit: If you still have a dxviewer from old Microsoft sdk's you can also try how it looks in there.
edit: If you still have a dxviewer from old Microsoft sdk's you can also try how it looks in there.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
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Re: .x animation feet artifacts
Is this the animation or the initial pose? It looks as if you have *fixed* your model with a keyframe. You should only export bone rotations but I don't know enough about Blender to be specific. There aren't many posts on Blender export, so google this site for errors in export from Blender.
Re: .x animation feet artifacts
Blender does have a .x exporter but it's not enabled by default. You have to enable it in File->User Preferences->Addons->Search for "directx"I see the bug, but don't seem to have an .X exporter in Blender. Where did you get yours from?
I remember I used to use it to fix some texturing problems (import->export), but I don't have dxviewer anymore. Anyway, it would be nice to figure out why exporting directly from Blender doesn't work. Especially that it seems that only 2 bones act weird - it seems that both feet have some position offset (they are still animated but at incorrect position).edit: If you still have a dxviewer from old Microsoft sdk's you can also try how it looks in there.
It's an animation playing (walk1), not an initial pose. Animation almost works - the only problem is these feet which are at incorrect position. I tried all options combinations while exporting from Blender and the only one that worked (zombie didn't look like a condensed zombie ball) is the one shown in the first post.Is this the animation or the initial pose? It looks as if you have *fixed* your model with a keyframe.
Re: .x animation feet artifacts
Well, I think you translated the foot at some stage.
Re: .x animation feet artifacts
But how? In Blender everything looks fine. In Irrlicht I used setPosition() on whole node, and new position is set correctly, except feet have some offset relative to the body position.
Re: .x animation feet artifacts
I found an old mview.exe in the dx8 sdk. It shows a similar problem with the feet (looking a little different but also obviously wrong). So it seems the problem is already on export.
Thanks to you I found out how to enable .X export in Blender, but no luck with animation export so far. Without animation I get a correct model, with animation I get currently nothing (meaning no model shows up in Irrlicht althought it seems to load something).
Just from the options I would say you have to apply modifiers also (if your model has some) as those are not exported otherwise.
Thanks to you I found out how to enable .X export in Blender, but no luck with animation export so far. Without animation I get a correct model, with animation I get currently nothing (meaning no model shows up in Irrlicht althought it seems to load something).
Just from the options I would say you have to apply modifiers also (if your model has some) as those are not exported otherwise.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: .x animation feet artifacts
Thanks CuteAlien.
I opened it in mview.exe and it indeed had the same artifacts as in Irrlicht, so from now on I guess I'll have to ask on Blender forum.
I opened it in mview.exe and it indeed had the same artifacts as in Irrlicht, so from now on I guess I'll have to ask on Blender forum.
Did you use the same export settings as shown in the first post? This was the only way to export working animation for me.Without animation I get a correct model, with animation I get currently nothing (meaning no model shows up in Irrlicht althought it seems to load something).
I tried using 'Apply modifiers' option from export options but it didn't change anything.Just from the options I would say you have to apply modifiers also (if your model has some) as those are not exported otherwise.
Re: .x animation feet artifacts
Yeah, I tried your settings, but maybe I missed something else (like selecting something first or so). Pretty sure I did something wrong.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: .x animation feet artifacts
I think I know what's wrong.
You tried to export a armature with constraints, but they are not supported by the exporter.
But for exporting, you can bake the constraints:
Select the armature object.
Press Space-Button (search), type in 'Bake', and click on 'Bake Action'.
In the dialog, you uncheck 'Only Selected' and 'Clear Parents', and check 'Visual Keying' and 'Clear Constraints'.
For bake data you select 'Pose' instead of 'Object'.
Then click 'OK'.
After that, you have a armature without constraints, which should export right. You should keep a copy of the original, so you can edit it easier.
You tried to export a armature with constraints, but they are not supported by the exporter.
But for exporting, you can bake the constraints:
Select the armature object.
Press Space-Button (search), type in 'Bake', and click on 'Bake Action'.
In the dialog, you uncheck 'Only Selected' and 'Clear Parents', and check 'Visual Keying' and 'Clear Constraints'.
For bake data you select 'Pose' instead of 'Object'.
Then click 'OK'.
After that, you have a armature without constraints, which should export right. You should keep a copy of the original, so you can edit it easier.
Re: .x animation feet artifacts
@Foaly
Wow! It worked!
Thank you very much, you're awesome
Wow! It worked!
Thank you very much, you're awesome