G'day,
I downloaded a human *.3DS model from TurboSquid.
I imported to 3DS Max 6, created bones, added a skin modifier, and animated the bones to make the human wave.
I installed the Panda .X exporter plugin that was in the Irrlicht 1.1 zip file.
When I import the .X into my engine, the animation is nothing like my 3DS animation. The human rotates (ie, he does animate, but not correctly).
When I look at the .X file in latest MView.exe, or Deep Exploration, it is perfect - just not when I import it.
Here is the .X file and texture:
http://rapidshare.de/files/37331478/man.zip
Does anyone have any suggestions to help me? I have tried enabling/disabling pretty much every option in Panda exporter - eg, binary/text output, bones, animation, frames sub hierarchy, etc.
Cheers in advance,
Pinky
[SOLVED] Panda .X animation help required (3DS Max)
[SOLVED] Panda .X animation help required (3DS Max)
Last edited by sgt_pinky on Sat Oct 21, 2006 9:23 am, edited 3 times in total.
Intellectuals solve problems - geniuses prevent them. -- Einstein
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First try vermeer's instructions-
http://irrlicht.sourceforge.net/phpBB2/ ... 5&start=15
Try in Irrlicht 1.1
Known problems are- 1) frames with hirarchy, 2) meshes where the first frame is not at position 0.
If it doesn't work, try in the latest SVN irrlicht.
Here's a windows binary and mesh viewer built from svn, for testing x files. I'll update when I get home with X debug turned on (should have done this yesterday)
http://bitplane.net/dump/temp/irrlicht_ ... x_test.zip
If your mesh still doesn't work, please email it to me, along with permission to add it to the tracker as a test case if required.
(I can't download from rapidshare, they don't like my IP address)
http://irrlicht.sourceforge.net/phpBB2/ ... 5&start=15
Try in Irrlicht 1.1
Known problems are- 1) frames with hirarchy, 2) meshes where the first frame is not at position 0.
If it doesn't work, try in the latest SVN irrlicht.
Here's a windows binary and mesh viewer built from svn, for testing x files. I'll update when I get home with X debug turned on (should have done this yesterday)
http://bitplane.net/dump/temp/irrlicht_ ... x_test.zip
If your mesh still doesn't work, please email it to me, along with permission to add it to the tracker as a test case if required.
(I can't download from rapidshare, they don't like my IP address)
Thanks for your reply bitplane.
Ok, I have tried everything that vermeer suggested, but that didn't help. I alleviated my original problem a little bit by making sure that all vertices had bones that controlled them. This is somehow the key to the whole problem I think.
Anyway, here is what it looks like in your .X view (the mesh has been strangely skewed, and it doesn't seem to animate - do I have to click something?):
Here is what it looks like in MView.exe (animating properly):
Here it is in Deep Exploration (animating properly):
And last, but not least, in my testbed (it is actually animating, but obviously not properly):
Try and download the .X from here: click me
Thanks for your help.
Pinky
Ok, I have tried everything that vermeer suggested, but that didn't help. I alleviated my original problem a little bit by making sure that all vertices had bones that controlled them. This is somehow the key to the whole problem I think.
Anyway, here is what it looks like in your .X view (the mesh has been strangely skewed, and it doesn't seem to animate - do I have to click something?):
Here is what it looks like in MView.exe (animating properly):
Here it is in Deep Exploration (animating properly):
And last, but not least, in my testbed (it is actually animating, but obviously not properly):
Try and download the .X from here: click me
Thanks for your help.
Pinky
Intellectuals solve problems - geniuses prevent them. -- Einstein
#irrlicht on irc.freenode.net
#irrlicht on irc.freenode.net
-
- Posts: 48
- Joined: Thu Jun 15, 2006 6:35 pm
-
- Posts: 48
- Joined: Thu Jun 15, 2006 6:35 pm
PS Just so you know these are the errors that were being generated whne loading the file without resaving.
Animation Anim-Bone04 {{ Bone04 }
where the viewer changes it back to:
{ Bone04 } } Animation
in the animation part of the files (I'm no expert on how .x files work but its the bit where it says AnimationKey and then has all the frames), I suppose it is like incorrectly declaring the bone!? I guess you could go and manually edit each by hand but i think a quick resave would be better!
I have had similar errors, the problem always seems to be caused by the expoerter for some reason doing this :Unknown Joint referenced in x file: Bone04
Unknown Joint referenced in x file: Bone07
Unknown Joint referenced in x file: Bone01
Unknown Joint referenced in x file: Bone11
CXAnimationPlayer: Animationtrack without corresponding joint found: Regroup07
CXAnimationPlayer: Animationtrack without corresponding joint found: Regroup07
CXAnimationPlayer: Animationtrack without corresponding joint found: Regroup07
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone01
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone01
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone01
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone04
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone04
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone04
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone07
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone07
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone07
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone11
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone11
CXAnimationPlayer: Animationtrack without corresponding joint found: Bone11
Animation Anim-Bone04 {{ Bone04 }
where the viewer changes it back to:
{ Bone04 } } Animation
in the animation part of the files (I'm no expert on how .x files work but its the bit where it says AnimationKey and then has all the frames), I suppose it is like incorrectly declaring the bone!? I guess you could go and manually edit each by hand but i think a quick resave would be better!