Entity Animation
Re: Entity Animation
@Caronte3D all I got to do is link the bones to the object every thing else is good though . If I get this sorted in the next week or so I will of achieved a milestone and will be able to program in PureBasic anything I could make in AGK Classic/Studio . At the end of the month (I'm gonna have achieved this by then surely) it would of taken me 8 months to get here. Maybe I'm a bit slow I don't know I originally thought I would do this in 3 months then six months and now I'm looking at 8 months . I won't stop now I'm very close. Bonjour
Re: Entity Animation
Nice to hear that
Don't forget to post a minimal working example, so new users interested in that topic can skip the common errors.
This forum is full of short runnable examples with an enormous value, that way one learn from another

Don't forget to post a minimal working example, so new users interested in that topic can skip the common errors.
This forum is full of short runnable examples with an enormous value, that way one learn from another

Re: Entity Animation
Yes ok I will.
Re: Entity Animation
I was gonna do that anyway and make a list in detail on how to get from blender to ogre mesh with animation. I'm kind of there with the attaching bones to the object.
.
.
Re: Entity Animation
What I'm currently stuck on is this , They are saying I need an animation name which is to be found in the .mesh file. could somebody please point me in the right direction. Thanks for reading .
Re: Entity Animation
use OgreCommandLineTools_1.7.2
to see how it's done with robot.mesh and robot.skeleton
in the tool you will find OgreXMLConverter.exe use it to convert robot.mesh and robot.skeleton in xml files
in robot.mesh you have this line <skeletonlink name="robot.skeleton" />
to see how it's done with robot.mesh and robot.skeleton
in the tool you will find OgreXMLConverter.exe use it to convert robot.mesh and robot.skeleton in xml files
in robot.mesh you have this line <skeletonlink name="robot.skeleton" />
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
Re: Entity Animation
I'm gonna try with the robot.mesh and robot.skeleton converting to xml and back and see what we see. I'll let you know the results.
Re: Entity Animation
I have taken your advice and borrowed the robot.mesh and robot.skeleton and put them into my program and I now have animation . I now have to get my own entity animations working but I now no more than I did a few hours ago . Thanks for the advice .
Re: Entity Animation
I think I have got it but I am off my computer for the next 24hrs so will not get to test until then. Anyway I think I need blender 2.56 to work with blender2ogre. Something to try anyway. Bonjour. Merry Christmas.
Re: Entity Animation
I have now tried everything I can to get my .mesh files working with animation and I think after spending a couple of weeks on this I cannot get it to work. I have tried a good few versions of blender and the blender 2 mesh software and I cannot get this to work . Is this not possible in Pure Basic or am I missing something . This is like a horse falling at the last fence as I am just about done learning what I need to know . This is the last hurdle .
Anyway if anybody has had success with this could you please help . Any information would be good. Thanks for reading .
Anyway if anybody has had success with this could you please help . Any information would be good. Thanks for reading .
Re: Entity Animation
It's a bit difficult to say what you're doing wrong without the blend and mesh files to look at.
Importing your own animations is possible, but there isn't a good guide on how to. Back when I did it, I used Blender 2.6ish and a blender ogre exporter script (sorry can't remember the name, this was many years ago) to create the xmls. Then I used OgreXMLConverter to go back and forth between xml and mesh/skeleton.
Two of the common problems, I remember having, were an incorrect root bone or wrong animation name being called.
Make sure you have a root bone, which every other bone is the child off. The root bone's head should be at 0,0,0 coordinates and I usually just stuck the tail at 0,0,0.25. Also make sure the root bone doesn't have any rotation to it.
Then there was the animation names. Sometimes the name wouldn't convert properly, so I always double checked the skeleton xml animation names. Otherwise purebasic wouldn't be calling a valid animation. The names can be found in the skeleton xml, and usually looked something like so.
Hope this may be of use to you.
Importing your own animations is possible, but there isn't a good guide on how to. Back when I did it, I used Blender 2.6ish and a blender ogre exporter script (sorry can't remember the name, this was many years ago) to create the xmls. Then I used OgreXMLConverter to go back and forth between xml and mesh/skeleton.
Two of the common problems, I remember having, were an incorrect root bone or wrong animation name being called.
Make sure you have a root bone, which every other bone is the child off. The root bone's head should be at 0,0,0 coordinates and I usually just stuck the tail at 0,0,0.25. Also make sure the root bone doesn't have any rotation to it.
Then there was the animation names. Sometimes the name wouldn't convert properly, so I always double checked the skeleton xml animation names. Otherwise purebasic wouldn't be calling a valid animation. The names can be found in the skeleton xml, and usually looked something like so.
Code: Select all
<animation name="Walk" length="0.5">
Re: Entity Animation
That was a good tip looking at the skeleton file to get the animation name . Thanks for that . Not sure what to do next to solve my problem .
What would be really awesome is if some nice person would document how it's done here . I am out of steam and after a couple of weeks stuck on this need a break. It is a shame really as the entity animation was my last major hurdle and I have tried all I could think of to make this work . I am not giving up on PB but I need to be able to do this. Previous to this I was using AGK studio and I could do pretty much what I wanted with it and I am nearly there with PB . Thanks for reading and if anybody can explain how to do this that would be excellent. Thanks for reading . Bonjour
What would be really awesome is if some nice person would document how it's done here . I am out of steam and after a couple of weeks stuck on this need a break. It is a shame really as the entity animation was my last major hurdle and I have tried all I could think of to make this work . I am not giving up on PB but I need to be able to do this. Previous to this I was using AGK studio and I could do pretty much what I wanted with it and I am nearly there with PB . Thanks for reading and if anybody can explain how to do this that would be excellent. Thanks for reading . Bonjour
Re: Entity Animation
Hi guys and gals I have It working . With Blender make your bone animation and export as dae file . Then put it into OgreMeshTool and out comes an entity that does animation . I was getting worried I was about to have a major fail as it took me 2 weeks or so to nail this . Here's a link to OgreMeshTool. It looks like OgreMeshy but is not , enjoy your day and Bonjour.
https://ogremeshtool.software.informer.com/
https://ogremeshtool.software.informer.com/
Re: Entity Animation
I haven't touched 3D in years because of the production time/cost. My model pipeline was zbrush sculpt>normal and diff maps>decimation master(poly reduction)>animate in 3dsmax(it had the best tweening and UI/UX then) and export mesh/material/skeleton. 3DSMax was basically my obj>mesh convertor and animator all-in-one... I used something from TGC to do BSP worlds/levels...
I mastered Blender back then, but never liked how it was so primitive where you had to do more steps with a lot of sub-menu juggling, and work with mostly broken export/import scripts... Zbrush and 3DSMax was the easiest pipeline for PB stuff and bugs never wrecked your ideas... I also never found a better obj-mesh convertor outside Autodesk products..
I mastered Blender back then, but never liked how it was so primitive where you had to do more steps with a lot of sub-menu juggling, and work with mostly broken export/import scripts... Zbrush and 3DSMax was the easiest pipeline for PB stuff and bugs never wrecked your ideas... I also never found a better obj-mesh convertor outside Autodesk products..
Re: Entity Animation
Oh Yeah Happy New Year !