Loading Animation Clips - Need emergency help

Last post 04-28-2008, 12:45 PM by hordak3000. 9 replies.
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  •  04-09-2008, 4:37 PM

    Loading Animation Clips - Need emergency help

    Hello!

    In my application I'm loading skinned models as described in SkinnedModel Sample. It's all right, when the model has only one animation (usually called "Take 001"), like the sample model.

    When I'm trying to load models with more than one animation clip inside, my processor does not get any one from the importer.

    Has anyone had the same trouble? What is the solution?

    Any expirience, advices or links are appreciated.

    Thanks ahead of time.

  •  04-10-2008, 7:21 AM

    Re: Loading Animation Clips - Need emergency help

    How were your models created?

    What's the error you are getting?

    blender needs a particular fbx script in order to work.

     


    Information is not knowledge, knowledge is not wisdom, wisdom is not truth, truth is not beauty, beauty is not love, love is not music, music is the best! Wisdom is the domain of the Wis (which is extinct).
  •  04-11-2008, 5:35 PM

    Re: Loading Animation Clips - Need emergency help

    >How were your models created?

    Ok, actually I am a programmer, not a modeller, but this is how he explains: Low poly via Surfaces by convert. Animation is created with FBIK.

    >blender needs a particular fbx script in order to work

    We create models with Maya 2008, using the latest version of standart exporter plug-in (ASCII).

    >What's the error you are getting?

    There is no error, I just can not see any animation clips from the ContentImporter. Also, when the exported into FBX-format model, is being opened in Maya again - no animation clips are present.

    When there is only one animation clip ("Take 001") - everything goes good.

  •  04-12-2008, 5:04 AM

    Re: Loading Animation Clips - Need emergency help

    looks like it's a bug in the export script in Maya.

    have a look around and see if you can find a new version.

    I don't use Maya, so I can't be more specific, but in general animated FBX can be a pain to get working as there are lot's of little problems to overcome in all the 3D editors.

    Once you have it working though, you can throw around lots of animated models very easily.

     


    Information is not knowledge, knowledge is not wisdom, wisdom is not truth, truth is not beauty, beauty is not love, love is not music, music is the best! Wisdom is the domain of the Wis (which is extinct).
  •  04-12-2008, 5:58 PM

    Re: Loading Animation Clips - Need emergency help

    We're using the standart exporter from the developers. I hope, it's all right with it.

    Maybe you know, if the FBX supports multiply clips at all? Is it possible to devide the takes? This is the main question for us now.

  •  04-14-2008, 6:11 AM

    Re: Loading Animation Clips - Need emergency help

    FBX does, I use it all the time.

    look for the section Takes: you should have an array of stuff like this...

    Takes:  {
      Current: "SWIM"
      Take: "FEED" {
        FileName: "Default_Take.tak"
        LocalTime: 0,73897852800
        ReferenceTime: 0,73897852800

        ;Models animation
        ;----------------------------------------------------
        Model: "Model::Tail2_L_U" {   

    Then you get all the channel data and transforms for each bone.

    Eventually you get another take arrive

    Take: "HOLD" {
        FileName: "Default_Take.tak"
        LocalTime: 0,73897852800
        ReferenceTime: 0,73897852800

        ;Models animation
        ;----------------------------------------------------
        Model: "Model::Tail2_L_U" {

     

    and off you go again.

    Do not assume the manufacturers exporter is working, FBX is a bit of a beast and every exporter I have come across has one bug or another.

    To test this, apply one animation and export the FBX file.

    Apply a different animation and export it to another FBX file.

    Compare the Takes: section between the two with a diff tool to make sure the are different. If not, bug #1

    Copy and paste the second animation into the takes: array and rename it.

    Load it up in XNA, you should have two animations

    I cannot see anywhere in the FBX format that holds a count of the number of takes, so it should work.

     

     

     

     


    Information is not knowledge, knowledge is not wisdom, wisdom is not truth, truth is not beauty, beauty is not love, love is not music, music is the best! Wisdom is the domain of the Wis (which is extinct).
  •  04-14-2008, 5:41 PM

    Re: Loading Animation Clips - Need emergency help

    Ok, thanks a lot for your help.

    We'll try your way, and we also have some other ways to test. I'll report about our results as soon as possible.

  •  04-26-2008, 9:42 AM

    Re: Loading Animation Clips - Need emergency help

    Sorry for not replying so long.

    After wasting time with a lot of different FBX-exporters, we've decided to create a single skinned model without any animations, and a set of low-poly models with, each one with a single animation. The whole set will be loaded with the main model, and it will use animations from that models.

    It is not the best way, but the time does not allow us to experiment no longer.

  •  04-28-2008, 12:26 PM

    Re: Loading Animation Clips - Need emergency help

    We are using maya 2008 as well. we haven't even found a way to name more than one animation clip in a maya scene. We had been working on an assumption that autodesk intends you to buy motion builder if you want to pack named clips into an fbx.

     

     

  •  04-28-2008, 12:45 PM

    Re: Loading Animation Clips - Need emergency help

    I would also be glad if anyone could shed some light how to (if possible) put more than one named animation clip in a maya scene. i also know a designer who uses motion builder for all animation, but this is a software i dont want to buy if not absolutely necessary.
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