3D Animated Mesh

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Philippe-felixer76-2
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3D Animated Mesh

Post by Philippe-felixer76-2 »

Hi, can someone please explain what i am doing wrong.

I have a blend file for blender 3D, a animated mesh, using a skeleton, just some example file i found online.

Then i use blender 2.5, load the file, animate a bit and then i export it to a ogre mesh and skeleton XML file.
WIth the OGRE exporter for 2.5.

Then i use the ogremeshtools->ogremeshconverter to convert this into a binary mesh and skeleton file.

I copy the mesh and skeleton to the Data directory and i load in a PB Mesh example program to display the mesh.

Every time i do this, with any animated object, i get a very strange result in PB.

And another question, how do i get more/different animations into one mesh object, just like some PB example meshes?

Used files: http://home.kpn.nl/taga17qi/walkcycle.zip **Please change the texture picture name in the example or disable it.
DarkDragon
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Re: 3D Animated Mesh

Post by DarkDragon »

Philippe-felixer76-2 wrote:And another question, how do i get more/different animations into one mesh object, just like some PB example meshes?
With the NLA editor like described in the exporter plugin's wiki: http://code.google.com/p/blender2ogre/w ... tionExport
The names inside the NLA editor are used for the animation names. If you don't understand it just use notepad for editing the skeleton.xml file before using the OgreXMLConverter.
You need to define actions and order them inside the NLA editor next to the armatures.
bye,
Daniel
Philippe-felixer76-2
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Re: 3D Animated Mesh

Post by Philippe-felixer76-2 »

DarkDragon wrote:
Philippe-felixer76-2 wrote:And another question, how do i get more/different animations into one mesh object, just like some PB example meshes?
With the NLA editor like described in the exporter plugin's wiki: http://code.google.com/p/blender2ogre/w ... tionExport
The names inside the NLA editor are used for the animation names. If you don't understand it just use notepad for editing the skeleton.xml file before using the OgreXMLConverter.
You need to define actions and order them inside the NLA editor next to the armatures.
Thanks for the info!

But i find it strange that even the simplest example doesn't animate or animates wrong in Purebasic when converted.

For instance, if you download this file: http://blender2ogre.googlecode.com/file ... -0.5.2.zip and goto the examples
directory, there's a file called "armature-test.blend" this works great in Blender, but when converted it doesn't animate at all in purebasic.
DarkDragon
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Re: 3D Animated Mesh

Post by DarkDragon »

Philippe-felixer76-2 wrote:
DarkDragon wrote:
Philippe-felixer76-2 wrote:And another question, how do i get more/different animations into one mesh object, just like some PB example meshes?
With the NLA editor like described in the exporter plugin's wiki: http://code.google.com/p/blender2ogre/w ... tionExport
The names inside the NLA editor are used for the animation names. If you don't understand it just use notepad for editing the skeleton.xml file before using the OgreXMLConverter.
You need to define actions and order them inside the NLA editor next to the armatures.
Thanks for the info!

But i find it strange that even the simplest example doesn't animate or animates wrong in Purebasic when converted.

For instance, if you download this file: http://blender2ogre.googlecode.com/file ... -0.5.2.zip and goto the examples
directory, there's a file called "armature-test.blend" this works great in Blender, but when converted it doesn't animate at all in purebasic.
Hmm yes, that is weird. I have made an animated model myself a few days ago and it worked quite well. I noticed that my model has quaternion movement and yours have euler movements. Maybe that's the problem.
bye,
Daniel
Philippe-felixer76-2
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Re: 3D Animated Mesh

Post by Philippe-felixer76-2 »

DarkDragon wrote:Hmm yes, that is weird. I have made an animated model myself a few days ago and it worked quite well. I noticed that my model has quaternion movement and yours have euler movements. Maybe that's the problem.
Your right, tnx!

Quaternion rotations work a lot better.. but still not as good as in blender itself..
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