How to---3DSMAX(biped)_2_Irrlicht(bones animation)

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belfegor
Posts: 383
Joined: Mon Sep 18, 2006 7:22 pm
Location: Serbia

How to---3DSMAX(biped)_2_Irrlicht(bones animation)

Post by belfegor »

new here is in depth tutorial:

http://www.geocities.com/ejebemtisestru ... cedure.zip

Here is how i manage it:
First iv created a character, position the biped and apply
physique modifier.Make an animation and exported it
to “Alias(*.FBX)”with this options(I don’t remember if it was default):

edit: before exporting to FBX ->in hierarchy tab with model selected
click "reset pivot" button.

legend : (x)checked, (o)not checked

export:
(x) Geometries
(o) Cameras
(o) Lights
(x) Geometries used as bones, exported as bones
(x) Shape(Morph modifier)
(x) Skins(Skin modifier and physique)
(x) Animation

Misc:
30.00000 - Resampling rate
(x) Constant key reduction filtering
(x) Show warnings
(o) Embed texture in export file
(o) Portable format(TIFF)

After some processing next dialog apeirs:


The node “Bip01” does not have a valid InitTM
What do you want to do?
-YES : Use the current transform and silence the dialog.
-NO : Use the current transform.
-CANCEL : Abort the export of bind poses in all the …

So i choose “YES”.Next i reset the scene and import that FBX:

Import take:
Take 001 (selected)
Import type:
(x) Add to new scene
Import configuration:
(x) Bones (checked greyed out)
(x) Geometries
(x) Skin
more to the right:
(x) Skin modifier
(o) Cameras
(o) Light
(o) Markers
(x) Shape (Morph modifier)
(x) Animation
more to the right:
FCurve filtering pre-processing:
(x) Constant key reduction filtering.
(x) Gimble lock killer Filtering
(o) XYZ FCurve synchronisation filtering.
Matrical conversion consequences:
30.000000 – resampling rate

And down:
(o) Rescale scenes root node to unit size
(x) Y-up to Z-up root node rotation
Then OK.

And after import my character got bizzare look +
It was 90 frames (0 -89) but now 88 (0-87).
So I just ignore that and procede with exporting it to “.X”:

Panda exporter(3DS Max objects tab):
Output options:
(x) Mesh definition
(x) Materials (o) Inline
(x) Include animations (requires frames)
(x) Bones
Optimize mesh = NONE
Object types:
(x) Geometric
(x) Dummy
Mesh options:
(x) Mesh normals (o) Flip normals
(x) Mapping coordinates (x) Vertex colors

Panda exporter(Animation tab):
Animation name “Anim-1” start = 0, end = 87
Key options:
(x) Matrix
Timeline:
(x) 3DS Max ticks
Animation sampling rate = 30

Panda exporter(X file settings tab):
DX file type:
(x) Text
DX frame:
(x) Sub frame hierarchy
Coordinate system:
(x) Left handed axis
X file animation options:
(x) Include animation options <----edited.
(drop down menus are: “closed” and “Spline Positions”)

Next I opened it in “MWiev” witch comes from older DirectX SDK
The animation was there and character looks ok oposite to 3DSMAX.
Then I save it from there and started in irrlich and FINALY working.
It took lot of experimenting and errors for me to achive what iv want.
I took some tips from forum about exporting it to FBX to get
“Skin” from “Physique” don’t remember who it was but thanks.
The animation is too slow so i:

meshNode->setAnimationSpeed(30);
the parameter was “framesPerSecond” so I seted it up like
in MAX but it was at the same slow speed until i:
meshNode->setAnimationSpeed(3000);

??? and now it looks like iv want.
The console outputs only one warning(or how do you call it)
“Unknown data object in X file: AnimTicksPerSecond”.
And that’s it, hope someone find it usefull.
Small FPS demo made using Irrlicht&NewtonDEMO
InfoHERE
Its at very early stage but i think im crazy enough to finish it all alone.
Amt0571
Posts: 128
Joined: Mon Mar 06, 2006 6:29 pm

Post by Amt0571 »

Is there any advantage to use the .x format instead of .b3d which can be exported in a much easier way?
stane37
Posts: 2
Joined: Sun Mar 04, 2007 3:42 pm

Post by stane37 »

Bravo, Srbine!!!
biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

jel ovo panda exporter?
da dodam jos za srbina da mozes da nadjes dosta motion capture podataka i da importujes u biped
izgleda mocno...poz
ich bin ein berliner
belfegor
Posts: 383
Joined: Mon Sep 18, 2006 7:22 pm
Location: Serbia

Post by belfegor »

Da jeste Panda.Problem je sto .X ima "bug" sa kamerom kada je
"tiltujes".Jos nisam probao sa .b3d formatom, zauzet sam sa drugim problemima.

btw.odakle sit ti?

poz.belfegor.
Small FPS demo made using Irrlicht&NewtonDEMO
InfoHERE
Its at very early stage but i think im crazy enough to finish it all alone.
biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

beograd, ;) pozdrav
ich bin ein berliner
paulygon
Posts: 1
Joined: Mon Mar 26, 2007 11:00 pm

Post by paulygon »

Hi, this tutorial seemed to require “MWiev”, which i am unable to locate. I did some checking into ways to export b3d from Max but have been unable to determine the best way to do this. My efforts to get animated bones from Max into Irrlicht using the Panda plugin have not worked yet, although being so new to Irrlicht I assumed It was my fault and something I'd figure out eventually. Now, having read this convoluted method I’m wondering if Max and Irrlicht simply don't play well together.

Dumping 3+ years of learning Max in order to use Blender (or whatever 3d tool that actually can generate bone animation in Irrlicht) is not likely, especially since I’m also learning to use Irrlicht as well .I’m great in Max, if there’s something I need to change, that’s not it. Can anyone definitively say that Max is simply not the right content creation tool for Irrlicht? If so, as much as it pains me to say it, I’d love to cut my losses now and start looking for a real-time engine that Max is suited for. Thanx for any feedback.
-paulygon-
Yoran
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Posts: 96
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Location: The Netherlands
Contact:

Post by Yoran »

Best tutorial ever!
omar shaaban
Posts: 616
Joined: Wed Nov 01, 2006 6:26 pm
Location: Cairo,Egypt
Contact:

Post by omar shaaban »

oh wow wow wow i now this is an old tutorial but i was searching for it bec my models didn't work but after this thanks very much man!!! ya thanks thanks at last my module exported this of course to be bookmarked
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