.X-File won't animate with Bones
.X-File won't animate with Bones
Hi,
I have an export of a model with bones from 3ds max.
But when I want to get it into irrlicht, it isn't bone-animated, it just hops up and down.
I have tried several export-configurations, but the only thing that changes is the height, the model springs.
The model is animated correct and the animation works fine inside of 3ds max.
Any ideas?
Thanks in advance
I have an export of a model with bones from 3ds max.
But when I want to get it into irrlicht, it isn't bone-animated, it just hops up and down.
I have tried several export-configurations, but the only thing that changes is the height, the model springs.
The model is animated correct and the animation works fine inside of 3ds max.
Any ideas?
Thanks in advance
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- Posts: 13
- Joined: Sat Nov 11, 2006 1:31 pm
hmm sorry I can't help with max settings, but you could try these instructions-
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=16998
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=16998
Could you upload a model and post link so i can try it
i had also crashes with some options turned on or off(dont remember witch one) but those "instructions" worked for me.If i get it to work i'll post link here + with my model(3ds scene - character with biped & exported) if you like but i need 2-3 days because i dont have internet on my PC.
i had also crashes with some options turned on or off(dont remember witch one) but those "instructions" worked for me.If i get it to work i'll post link here + with my model(3ds scene - character with biped & exported) if you like but i need 2-3 days because i dont have internet on my PC.
If you want someone else to take a look at it, I'd be glad to.
Meanwhile, what version of Max and Service Pack are you using.
Also, are you using the *.fbx exporter that came with Max, or the new shiny one they have posted on Autodesk after they aquired Alias/Maya?
Meanwhile, what version of Max and Service Pack are you using.
Also, are you using the *.fbx exporter that came with Max, or the new shiny one they have posted on Autodesk after they aquired Alias/Maya?
Join us in the Irrlicht chatroom:
[url]irc://irc.freenode.net/irrlicht[/url]
I love deadlines. I like the whooshing sound they make as they fly by. -D.Adams
[url]irc://irc.freenode.net/irrlicht[/url]
I love deadlines. I like the whooshing sound they make as they fly by. -D.Adams
This was a tricky one.First when i opened model it has
“skin” modifier and “mesh smooth”(i didnt get that to work with irrlicht)
and my post in “How to...” was abot geting “biped to irrlicht bones animation”
becase i never use “skin” i only used “biped”.So i deleted everything except model
and converted model to editable poly.
Then i positioned biped and apply physique modifier, load a “.bip” file with animation
and cut of unused frames.
In hiearchy tab (with model selected) click on the button “reset pivot” (i read this in help
file that it should be done before exporting to “.fbx” – shame on me i didnt read it earlier)
and exported it to “.fbx”(one that come with max) with same options as in “How to...”
Reset scene load same “.fbx” and for my suprise your model looked ok oposite to
mine when i imported it. Then i exported it with “Panda” (same option as in
“How to..” except i had to check checkbox “Include animation options”
in “XFile Settings” tab (drop down menus are: “closed” and “Spline Positions”)
otherwise i get bad results.Then i load that “.x” in “MView” and save it from there
to “.x”(without this in irrlicht i get no animation i only get duplicated model (first
one in “figure mode” second in “first frame” freezed)).You got pm with
link to zip archive(“your_model_with_biped.max”, “SneakLoop.bip”, “your_model_exported_x_irr.x” and “test_x_bones_animation.cpp”) the size is about 700KB i hope i didnt forget something to mention and i hope that my english is readable.Tell me if somethings wrong.
note:i used default biped for quick test your model althought you should make
better one(its posible to make nonhuman bipeds) to fit your model structure.
you can find some free “.bvh”(motion capture files) and “.bip” files by
googling for reference.
“skin” modifier and “mesh smooth”(i didnt get that to work with irrlicht)
and my post in “How to...” was abot geting “biped to irrlicht bones animation”
becase i never use “skin” i only used “biped”.So i deleted everything except model
and converted model to editable poly.
Then i positioned biped and apply physique modifier, load a “.bip” file with animation
and cut of unused frames.
In hiearchy tab (with model selected) click on the button “reset pivot” (i read this in help
file that it should be done before exporting to “.fbx” – shame on me i didnt read it earlier)
and exported it to “.fbx”(one that come with max) with same options as in “How to...”
Reset scene load same “.fbx” and for my suprise your model looked ok oposite to
mine when i imported it. Then i exported it with “Panda” (same option as in
“How to..” except i had to check checkbox “Include animation options”
in “XFile Settings” tab (drop down menus are: “closed” and “Spline Positions”)
otherwise i get bad results.Then i load that “.x” in “MView” and save it from there
to “.x”(without this in irrlicht i get no animation i only get duplicated model (first
one in “figure mode” second in “first frame” freezed)).You got pm with
link to zip archive(“your_model_with_biped.max”, “SneakLoop.bip”, “your_model_exported_x_irr.x” and “test_x_bones_animation.cpp”) the size is about 700KB i hope i didnt forget something to mention and i hope that my english is readable.Tell me if somethings wrong.
note:i used default biped for quick test your model althought you should make
better one(its posible to make nonhuman bipeds) to fit your model structure.
you can find some free “.bvh”(motion capture files) and “.bip” files by
googling for reference.
ok, first of all, thank you!!
I didn't know anything about this biped animation. So i thought your howto was for generel animated characters. My fault
I have tried to export the original model to fbx after reseting pivot, but it still didn't work. So I think the exporter has problems with the bones.
Anyway, thanks for your help! I will search for that biped files and hopefully get better results than with the bones^^
I didn't know anything about this biped animation. So i thought your howto was for generel animated characters. My fault
I have tried to export the original model to fbx after reseting pivot, but it still didn't work. So I think the exporter has problems with the bones.
Anyway, thanks for your help! I will search for that biped files and hopefully get better results than with the bones^^