Bones - Skeletal and Pose Animations for jPCT/jPCT-AE > Bones

Model badly deformed when imported

(1/3) > >>

neo187:
Hi Raft

Do you have any hints for a model that appears completely deformed when imported? Basically the hands and the feet get stretched far away from the body and all the body stretches in weird ways when it moves.

The export seems to have been successful, this is the log:

-- --
Skeleton created out of jME OGRE skeleton, 25 joints
Created skeleton animation clip: Walk
Loaded ogre file: girlnpc.mesh.xml, scale: 1, rotation: null
        1 sub objects, 1 skin animation(s), 0 pose animation(s)
Saved bones-group to ninja.group.bones

The model behaves ok in Bender, all vertices have been assigned weights....

Thank you for your time!

raft:
How does it look at bind pose if you don't animate it?


--- Code: ---AnimatedGroup.get(0).getSkeletonPose().setToBindPose();
AnimatedGroup.get(0).getSkeletonPose().updateTransforms();
AnimatedGroup.applySkeletonPose();
AnimatedGroup.applyAnimation();

--- End code ---

neo187:
It looks fine. It's only when animated that it goes mayhem. Also I can't manage to launch it from the emulator, I get a OutOfMemory run time exception... The model isn't really that complex, it's only got 1600 vertices with a 512x512 JPEG texture, and there's only a cube in the scene for now...

The app does launch from my phone but it goes very slow, with the model getting distorted when animated...

Thanks for your time Raft

neo187:
UPDATE:

Ok so I resolved the out of memory issue, it turns out the the model mesh was double sided, disabling that got rid of the memory problem. Also I cleared all translations and rotations of the model before exporting it

The model appears now a bit less deformed, especially when I disable the "Fix Up Axis To Y" option in the OGRE exporter, but then it faces the Y axis when animated (lies flat on floor)....

Also the Bones exporter keeps flashing a "rotation axis not normalized" warning before successfully exporting it.... Maybe that has got something to do with it?

This is the complete log from the export:


--- Code: ---20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
20-Sep-2011 09:58:55 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
-- total 25 joint(s) --
0 name: foot_L, parent:
1 name: spine.base, parent:
2 name: foot_R, parent:
3 name: toe_L, parent:
4 name: toe_R, parent:
5 name: ankle_R, parent: 2:foot_R
6 name: spine.top, parent: 1:spine.base
7 name: leg.upper_L, parent: 1:spine.base
8 name: ankle_L, parent: 0:foot_L
9 name: leg.upper_R, parent: 1:spine.base
10 name: shoulder_R, parent: 6:spine.top
11 name: shoulder_L, parent: 6:spine.top
12 name: neck, parent: 6:spine.top
13 name: leg.lower_L, parent: 7:leg.upper_L
14 name: leg.lower_R, parent: 9:leg.upper_R
15 name: arm.upper_L, parent: 11:shoulder_L
16 name: arm.upper_R, parent: 10:shoulder_R
17 name: head, parent: 12:neck
18 name: head.002, parent: 12:neck
19 name: arm.lower_L, parent: 15:arm.upper_L
20 name: arm.lower_R, parent: 16:arm.upper_R
21 name: hand_R, parent: 20:arm.lower_R
22 name: hand_L, parent: 19:arm.lower_L
23 name: fingers_L, parent: 22:hand_L
24 name: fingers_R, parent: 21:hand_R
-- --
Skeleton created out of jME OGRE skeleton, 25 joints
Created skeleton animation clip: Walk
Loaded ogre file: girlnpc.mesh.xml, scale: 1, rotation: null
        1 sub objects, 1 skin animation(s), 0 pose animation(s)
Saved bones-group to ninja.group.bones

--- End code ---

raft:

--- Quote from: neo187 on September 20, 2011, 10:40:25 am ---Also the Bones exporter keeps flashing a "rotation axis not normalized" warning before successfully exporting it.... Maybe that has got something to do with it?

--- End quote ---
No, jME prints that silly warning all the time. It checks if length of vector is exactly one and if not prints that warning.


--- Quote from: neo187 on September 20, 2011, 10:40:25 am ---..but then it faces the Y axis when animated (lies flat on floor)....

--- End quote ---
What do you mean by this?

Also some screenshots may help

Navigation

[0] Message Index

[#] Next page

Go to full version