Em.. probably because he's not acting cocky.Thade wrote:So why am I the ass and not you?
I can't help you until you post up the model files anyway.
Em.. probably because he's not acting cocky.Thade wrote:So why am I the ass and not you?
I will zip it, add some different meshes from different converters and load it up - I send the link via PM sometime tonight ...Fred wrote:Could you put your T-Rex for download so we can play a bit with it ?
Seriously!Thade wrote:I am not an ass - I only don't want to waste my time with talk about theory ...J. Baker wrote:I was just trying to help. Yes, I know the OGRE format well and have done 3D for for over a decade. I see what the problem is by your screen shots. But since your an ass, figure it out on your own.Thade wrote:Hi J. BakerJ. Baker wrote:I don't think you want the game engine converting them eternally. That would be a slow repetitive process. It shouldn't be to hard to convert them to OGRE's format. Can you be more specific on the issue or post screenshots?
You ask me to be specific - have you read what I wrote? Why don't you be specific first? Are you taking theoretical or do you have something already done? A game with many animated models? Which were converted within minutes from other formats?
Please drop into threads, when you have something constructive to add ... not just bla bla
Thank you
RR
You could just have reacted on one of the statements before - showing what you have to offer - but when you say "it should not be too hard to convert" does not show that you have ever tried ...
So why am I the ass and not you?
Hi OlbyOlby wrote:Em.. probably because he's not acting cocky.Thade wrote:So why am I the ass and not you?![]()
I can't help you until you post up the model files anyway.
Well, the point is ... I wrote about converters already in the first posts ...J. Baker wrote: Anyway, look at your mesh file under <boneassignments>. You're bone id's or weights is incorrect causing the mesh to deform. Seen this many of times. Some 3D file formats are able to use bone id's that are out of order. When converting to OGRE, they need to be re-assigned and in order. Most likely your exporter is not doing that.
Hi PMVPMV wrote:The best experience i had was OGREMax: http://www.ogremax.com/downloads
The non-comercial version is a bit limited, but
with that you should be able to test everything.
I doesn't have used animations by now and
because i'm still testing what i will use at the end,
i can't say more about that.
3D is not a one click action. Thats what many
people figure out by themself and thats why
there are so many people who doesn't want to
wast your time.
MFG PMV
PB has chosen Ogre as the 3D Engine so its well a PB issue ...J. Baker wrote:That's because whatever OGRE exporter you are using is not correctly assigning the bone id's properly possibly. Like I said, some 3D file formats are loose on the bone id's and work fine but OGRE itself doesn't like that. It's not a PB issue.
Well said - but tell me the ogre exporter where you have a choice to select anything ... I see you have not read many of that what I wrote above in this thread .. most things are written already.J. Baker wrote:An OGRE exporter should verify that the id's are in order in the skeleton file (example 1 -10). If they are some like 2, 5, 34,... out of order, they need to be re-assigned in order for the skeleton file, then properly assigned in the mesh file.
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<keyframe time="2.233333">
<translate x="-0.023944" y="0.000212" z="-0.264893" />
<rotate angle="0.044087">
<axis x="0.461399" y="0.095909" z="0.882084" />
</rotate>
</keyframe>
That forum should tell when someone writes an answer ...J. Baker wrote:I'm confused and I'm not questioning what you say you have done for 20 years. But with this experience you should be able to figure this out easily or even write your own exporter.
I would read both the DirectX format and OGRE format and figure out where the error lies. Then just fix it how ever it pleases you best.
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Fragmotion will import .x with animations and export to ogre's XML. You'll have to run the XML through the converter (I use the one for 3ds Max) to get the .mesh and .skeleton files.No problem. Just waiting for a response from Thade, if he chooses to share his model.Fred wrote: J.Baker: if you know how to solve this, i could probably put the fix in the OgreASSIMPConverter, and send it to its official maintainer.