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Question: Ogre mesh animation

Posted: Tue Jan 02, 2024 8:31 pm
by minimy
Hello, need help!

I'm trying to convert my animation to the ogre format, but I try it with Collada DAE (1.4), Blitz B3D, etc. Load the mesh but the animation doesn't work. It loads but it looks like there are no frames or keys.
Can anyone help me?
Any problem with ogreassimpconverter?

Here the DAE model.
http://tvcry.net/downloads/cyborg_dae.zip
And here the B3D model.
http://tvcry.net/downloads/pmk_dwarf.b3d

I use them in blitz and they work. Converting them with OgreAssimpConverter changes the name of the animation and they don't work...
Someone has a model that works?

Re: Question: Ogre mesh animation

Posted: Tue Jan 02, 2024 8:32 pm
by minimy
Im testing with EntityAnimation.pb

Re: Question: Ogre mesh animation

Posted: Wed Jan 03, 2024 3:19 pm
by minimy
OgreAssimpConverter log with pmk_robot.b3d object is:

14:07:01: Root bone: ROOT
14:07:01: Exporting bones..
14:07:01: Bones exported.
14:07:01: Exporting animations, count=1
14:07:01: Exporting animation: Animation0
14:07:01: Animation exported.
14:07:01: Skeleton: Loading pmk_robot_b3d.skeleton
14:07:01: MeshSerializer writing mesh data to stream ...
14:07:01: File header written.
14:07:01: Writing mesh data...
14:07:01: Writing submesh...
14:07:01: Exporting submesh texture aliases...
14:07:01: Submesh texture aliases exported.
14:07:01: Exporting dedicated geometry bone assignments...
14:07:01: Dedicated geometry bone assignments exported.
14:07:01: Submesh exported.
14:07:01: Exporting skeleton link...
14:07:01: Skeleton link exported.
14:07:01: Exporting bounds information....
14:07:01: Bounds information exported.
14:07:01: Exporting submesh name table...
14:07:01: Submesh name table exported.
14:07:01: Mesh data exported.
14:07:01: MeshSerializer export successful.
14:07:01: Unregistering ResourceManager for type Skeleton
14:07:01: Unregistering ResourceManager for type Material

This object have 2 animations (Mo-Cap1 and Mo-Cap2). The converter only count 1 and no work...
Now the animation is renamed with Animation0... ???
Like empty... no keyframes.
When use this GetEntityAnimationLength(1, "Animation0") result is 0 ??

Some body know why? Any help please. :)
Thanks

Re: Question: Ogre mesh animation

Posted: Wed Jan 03, 2024 3:20 pm
by minimy
With collada (DAE) same effect...

Re: Question: Ogre mesh animation

Posted: Wed Jan 03, 2024 3:23 pm
by minimy
Some one can download the model and try to convert,?, please. Thanks

Re: Question: Ogre mesh animation

Posted: Wed Jan 03, 2024 4:28 pm
by miso
There where somewhere a post about this that disappeared. I made a test though. I had no problems converting the dwarf (using the free fragmotion) with animations. Also tested the export inside purebasic without conflict. The cyborg has some issues (bones exported, animation is missing). Maybe the mixamo animations, maybe the cinema4d exporter clashes with exporting the tangent values. These are only wild guesses as I just read topics about similar issues for cinema4d. (since I don't use that software at all)

Shortly:
-I don't know what to do to solve te problem with your cyborg
-Use fragmotion to convert the dwarf (or other .b3d models)
-Alternatively and only as a last resort, I can provide back the converted dwarf model. (I would like to avoid registering to a file sharer...)

Re: Question: Ogre mesh animation

Posted: Wed Jan 03, 2024 8:10 pm
by minimy
Hi miso, Thank you very much for your time testing the models and for your advice.
I'm glad to know that they work for you.

Don't worry that hosting the files is a private place (mine) and I don't keep records of the downloads from the 'downloads' location.

I'm really grateful for your help. I wish you a very happy new year 2024

Re: Question: Ogre mesh animation

Posted: Wed Jan 03, 2024 8:23 pm
by minimy
YEEEAAAA!!!! Work really good with fragmotion!! :idea:
Thanks again master miso!!!
I owe you two beers and some tortilla tapas! :D

Re: Question: Ogre mesh animation

Posted: Wed Jan 03, 2024 8:51 pm
by miso
;) I'm glad it works.