Author Topic: Bad Animation Parsing  (Read 38435 times)

Offline raft

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Re: Bad Animation Parsing
« Reply #15 on: April 17, 2012, 07:44:34 pm »
well, I've converted xml files to Ogre's native (binary) form with OgreXMLConverter and opened with OgreMax viewer. The animation is the same as Bones renders.

How do you convert them from Ogre binary to xml? Maybe that's the faulty part?

Offline AGP

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Re: Bad Animation Parsing
« Reply #16 on: April 17, 2012, 07:49:37 pm »
No, I just have OgreMax save the XMLs. There's no binary-XML conversion on my part.

Offline raft

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Re: Bad Animation Parsing
« Reply #17 on: April 17, 2012, 07:54:18 pm »
Yes, the binary one load right on the viewer. And the XML file has the right number of frames for the animations.
then which binary were you talking about here?

Offline AGP

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Re: Bad Animation Parsing
« Reply #18 on: April 17, 2012, 08:01:46 pm »
The binary that OgreMax also exports.

Offline raft

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Re: Bad Animation Parsing
« Reply #19 on: April 17, 2012, 08:08:44 pm »
I see. then try this: export to binary and convert to xml with OgreXMLConverter and see if that helps

Offline AGP

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Re: Bad Animation Parsing
« Reply #20 on: April 17, 2012, 08:16:13 pm »
If it does, will you please nevertheless fix the importer?

Offline raft

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Re: Bad Animation Parsing
« Reply #21 on: April 17, 2012, 08:21:55 pm »
I don't think there is a problem with importer. which is I'm trying to show you

Offline AGP

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Re: Bad Animation Parsing
« Reply #22 on: April 17, 2012, 08:28:21 pm »
There's no problem with the exporter, as I've argued. There might be a problem with the OgreXMLConverter, but since OgreMax converts the exact same data in both binary and XML forms, there's no need to go through that tool. I am, nevertheless, testing it. If the result works with your loader, it means that your loader misses by the same amount as the OgreXMLConverter. But I've talked to Derek (the OgreMax developer), and he assured me that the binary and XML files are identical (and it looks a lot like that to me, by simply comparing the number of frames with the data in Max's Mixer).

Offline raft

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Re: Bad Animation Parsing
« Reply #23 on: April 17, 2012, 08:36:04 pm »
well, OgreMax viewer and Bones renders same output. it is very unlikely that Bones and OgreXmlConverter do the exact same mistake while importing.

Offline AGP

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Re: Bad Animation Parsing
« Reply #24 on: April 17, 2012, 08:39:48 pm »
It would make sense, if whoever wrote the importer used OgreXMLConverter, wouldn't it? I just e-mailed Derek again: OgreMax 2.41's output files for both Ogre 1.7 and Ogre 1.8 isn't working with OgreXMLConverter. I'm just going to have to wait for his response.

Offline raft

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Re: Bad Animation Parsing
« Reply #25 on: April 17, 2012, 08:48:35 pm »
importer is pure java. it doesn't use any other tool

Offline AGP

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Re: Bad Animation Parsing
« Reply #26 on: April 17, 2012, 09:08:56 pm »
That's not my point: if whoever wrote it tested against the output of OgreXMLConverter, it would make sense for it to load wrong by the same margin as OgreXMLConverter.

Offline raft

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Re: Bad Animation Parsing
« Reply #27 on: April 17, 2012, 09:26:30 pm »
very very unlikely IMHO. I've never seen importer making such a mistake. and it loads all your animations correct except this one

Offline AGP

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Re: Bad Animation Parsing
« Reply #28 on: April 19, 2012, 05:48:21 am »
I must be using OgreXMLConverter wrong, because Derek says that internally OgreMax uses it to write the XMLs too, although it doesn't go through for me. But anyway, what's the one animation that you think isn't right ("it loads all your animations correctly except this one")? From where I'm standing, all animations leak into their following ones.

Offline raft

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Re: Bad Animation Parsing
« Reply #29 on: April 19, 2012, 08:35:56 am »
i dont think this is OgreXMLConverter related. IMHO this must be something related to your export options.

try increasing key frames. if there are no or very little space (free time) among your animations, try increasing that.