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animation not looping properly using Skinning Sample

Last post 05-08-2008 5:55 PM by Q. 2 replies.
  • 05-08-2008 8:14 AM

    animation not looping properly using Skinning Sample

    Hi everyone.

    I've been trying to use the skinning sample, but I've got a few problems which I hope someone
    may be able to help me with.

    1.

     I have an animated character exported from 3dsMAx 9 using the kw-Xporter.
    When playing with the skinning sample, the animations don't loop properly.
    i.e. I have awalk cycle which when played from start frame to end frame in MAX
    it loops continuously, however when played in the skinning sample, it appears to play
    the animation, then remain static for a second and then play the animation again.
    This happens with all the different animations from this character.

    Does anyone know how I can sort this out?


    2.

    In the AnimationPlayer Class, in the UpdateBoneTransforms Method,
    how comes " time+= currentTimeValue" and not the other way around?
    Am I right in assuming that "time" is just the passed in gameTime and the currentTimeValue is the actual
    time value of the animation clip? Because if thats the case I tried manually controlling
    the currentTimeValue and it didn't loop.
     i.e.

    while(currentTimeValue >= TimeSpan.FromSeconds(1))
    currentTimeValue -= TimeSpan.FromSeconds(1);

    Thanks in advance

    Q

  • 05-08-2008 1:08 PM In reply to

    Re: animation not looping properly using Skinning Sample

    Answer

    I had a similar problem as 1, only the delay was much less noticable. It turned out to be our Maya export which included a few too many frames for the animation (it was about 60 frames long, but the exporter used about 70), so the character would 'stick' at its final pose in the redundant frames before looping. Reducing the exported animation range manually in the exporter worked for us, so perhaps the KW exporter is doing the same with your animation.

  • 05-08-2008 5:55 PM In reply to

    Re: animation not looping properly using Skinning Sample

    Hi Rim van Wersch,

    Funnily enough for me my Animator figured that out just
    before I looked at this post again.

    what happend was that the exporter was set to export animations
    at 60 FPS, and the actual animations for the walk & sprint cycles were less
    then that, causing the mesh to freeze in it's last frame for the remaining
    frames that made up the 60FPS gap.

    Thanks for your reply though Rim van Wersch, cuz if she didn't figure it out
    and you didn't reply then I may have been stuck with this problem.

    Hope this helps any1 else that gets this problem too :)



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