Export .B3D from Blender gandaldf losing animations [solved]

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AceyBongos
Posts: 2
Joined: Sun Jul 25, 2010 11:25 pm

Export .B3D from Blender gandaldf losing animations [solved]

Post by AceyBongos »

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.
Last edited by AceyBongos on Mon Jul 26, 2010 1:14 pm, edited 1 time in total.
Iyad
Posts: 140
Joined: Sat Mar 07, 2009 1:18 am
Location: Montreal, Canada

Post by Iyad »

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.
#include <Iyad.h>
draemb
Posts: 5
Joined: Thu Jul 22, 2010 9:44 am

Post by draemb »

I had the same problem using b3d exporter

I spend 1 week trying different things that didn't work

In fact I didn't use the good release of the gandalf's b3d exporter, I had found a old release that didn't export the animation

:D

so I got the last version and every thing worked perfectly well
B@z
Posts: 876
Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Post by B@z »

my guess is that he isnt using armatures at all, just rotating the object. what b3d format doesnt support AFAIK
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AceyBongos
Posts: 2
Joined: Sun Jul 25, 2010 11:25 pm

Post by AceyBongos »

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
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