Hi guys,
I've searched and couldn't find and answers to this so i thought i'd post.
I'm on a mac using Blender and trying to export a simple cube with a rotation animation using the gandaldf exporter.
I rotate the cube 179 degrees about the z axis by creating 2 keyframes at 0.0 and 1.0 on the timeline and all plays well in Blender.
For some reason when I export to .b3d i think exporter is dropping the animation information as when i load the file into the MeshViewer and my game it won't animate.
If I export to the .x format the animation is ok but the scale gets knocked out when exporting animations.
I'd probably rather export to .b3d as i've read support is much better for that but I just can't seem to get this bit working!
Am I missing a vital part of the workflow or something?
Any ideas would be much appreciated!
Acey.
Export .B3D from Blender gandaldf losing animations [solved]
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- Posts: 2
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Export .B3D from Blender gandaldf losing animations [solved]
Last edited by AceyBongos on Mon Jul 26, 2010 1:14 pm, edited 1 time in total.
Be sure that your animations are using the bone system, NOT the IPO system in blender. I always used Gandalf's exporter and i had no problem with it. Be sure you made this steps before exporting :
1. Parent the mesh to the armature.
2. Apply scale and rotation to mesh.
3. Use vertex groups or weight paint to define influence of bone on vertex groups.
4. Animate using the armature system (in pose mode), all your animation keyframes should be in the "action" tab.
5. Export.
6. When loading, be sure your mesh is of type IAnimatedMeshSceneNode.
1. Parent the mesh to the armature.
2. Apply scale and rotation to mesh.
3. Use vertex groups or weight paint to define influence of bone on vertex groups.
4. Animate using the armature system (in pose mode), all your animation keyframes should be in the "action" tab.
5. Export.
6. When loading, be sure your mesh is of type IAnimatedMeshSceneNode.
#include <Iyad.h>
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- Posts: 2
- Joined: Sun Jul 25, 2010 11:25 pm
Thanks Iyad, that walkthrough solved my issue.
Iyad and B@z were right, I was attempting to simply rotate the cube on the IPO timeline. After looking up some tutorials on how to do armature animation with bones and following the steps outined by Iyad in the above post my animation worked a treat.
In essence:
I created a cube and an armature, parented the cube to the armature and in pose mode dropped the keyframes, rotated the bone (which in turn rotated the cube) and exported to .b3d. Now the animation works great.
Thanks alot guys.
Acey
Iyad and B@z were right, I was attempting to simply rotate the cube on the IPO timeline. After looking up some tutorials on how to do armature animation with bones and following the steps outined by Iyad in the above post my animation worked a treat.
In essence:
I created a cube and an armature, parented the cube to the armature and in pose mode dropped the keyframes, rotated the bone (which in turn rotated the cube) and exported to .b3d. Now the animation works great.
Thanks alot guys.
Acey