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Animated OGRE Mesh one poly doesn't animate propperly

Posted: Tue Nov 02, 2010 11:29 am
by zeroZshadow
When loading an bone animated mesh that was exported using OgreMax from maya.
One of the polygons doesn't animate with the rest of the mesh.

http://img225.imageshack.us/img225/1014 ... 210296.png

As shown here.
This happens with ALL our meshes.

And doesn;t only happen when an animation is played.

For example we have 2 large eye's that follow the player, but bones of the eyes are rotated to make the eyes rotate, but here too there is 1 broken poly per eye.

Is this an OgreMax thing ? or is Irrlicht importing something wrong ?

Thanks,

zeroZshadow

Posted: Tue Nov 02, 2010 11:38 am
by Virion
as far as i know irrlicht doesnt fully support ogre animated mesh format (correct me if i'm wrong) unanimated one works fine.

Posted: Tue Nov 02, 2010 11:43 am
by zeroZshadow
I'm not sure about the amount of support
But seeing as we use maya, .mesh was our ONLY free option of exporting models for use with irrlicht.

Unanimated works fine offcourse.
But when animating a part stays on its start position.

Posted: Tue Nov 02, 2010 1:02 pm
by Virion
i used .x when i export from maya. maybe you can try that too.

Posted: Tue Nov 02, 2010 1:07 pm
by zeroZshadow
There is no propper X Exporter for Maya that supports bone animation

Posted: Tue Nov 02, 2010 1:40 pm
by Virion
which version of maya are you running? i tried http://www.chadvernon.com/blog/resources/cvxporter/ on maya2009 before and it worked

Posted: Tue Nov 02, 2010 2:01 pm
by zeroZshadow
we have maya 2010
does cvexporter also support bone animations ? any restrictions you know from that exporter ?

Posted: Tue Nov 02, 2010 3:08 pm
by hybrid
Ogre animations are supported since Irrlicht 1.7. Since the format is not well documented, there might be a bug in the loader. Maybe you can send me one mesh for testing?

Posted: Mon Nov 15, 2010 9:15 am
by zeroZshadow
Offcourse where do you want me to send the mesh too ?

Posted: Mon Nov 15, 2010 3:10 pm
by hybrid
Please send a downloadlink via PM or mail the mesh directly to hybrid#users.sourceforge.net

Posted: Tue Nov 16, 2010 11:09 pm
by zeroZshadow
E-mail send

Posted: Tue Jan 04, 2011 5:24 pm
by hybrid
Ok, took a while until I found time to debug this. The mesh is definitely broken, because the sizes of the submesh elements are not correct. I did not dig all the way through, but assume that you have some problem with the exporter. Please try to fix that first, or repair the mesh some other way.
Hint: The problem is the size of the submesh, which is 54 bytes too short. This leads to the 'Skipped: 26640' output on the Irrlicht console

Posted: Wed Jan 19, 2011 2:54 pm
by tmyke
Apparently, it is also to change the format version. 'mesh' Ogre.
For example with the file Jaiqua of version 1.6 of Ogre package, no apparent problem. (the animation run very fine).

Image

By cons with the file Jaiqua version 1.7 of Ogre package was a lot of trouble rendering.

Image

Posted: Wed Jan 19, 2011 3:49 pm
by hybrid
That's indeed a reproducible problem. I'll check this, maybe there's a format change which I did not recognize in the format descriptions.