Working with 3ds max models

Started by idkm23, January 18, 2016, 09:50:59 AM

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idkm23

I am working with this model: http://www.turbosquid.com/3d-models/male-character-rigged-mixamo-x-free/515398

I convert it into ogre-format and test it using the ogre sample to checkout it's skeleton and animations. The skeleton lines up fine. When I animate it, however, it is not the same as in 3ds max. In 3ds max it is just stretching out all the limbs symmetrically, but now it looks like this when I animate:
notice the right arm and it's skeleton are all crumpled into a ball, while the left is stretching more than it should. Any advice is greatly appreciated, I have been spending a lot of time on this.  :(

raft

you are using the last version, right? two weeks ago I found a possible bug and -hopefully- fixed it.

idkm23

The latest version of bones? I re-downloaded off your website in the link "Bones can be downloaded here". All the files seem to be last modified in 2014 so perhaps I am not downloaded the right project. Or maybe I am and I am just not seeing the modification date. Anyways, I tried that version and nothing changed. It may be important to note that when I start the program up, the actor wasn't facing me properly. I modified the quaternion to make him start in the proper orientation with this quaternion:


Quaternion fixer = new Quaternion().rotateX((float)-Math.PI/2);
fixer.rotateY((float)Math.PI);


I doubt the quaternion has anything to do with it though, because if I don't modify your code it still produces the exact same animation.

raft

the Quaternion is only to setup orientation of model, it should not effect animation.

may it be those vertices are affected by more than 4 joints? Bones support upto 4 joints per vertice

idkm23

#4
It's possible they are affected by more then four joints, but I don't believe that is the issue. I tried the skeleton helper to start manually manipulating joints and its working perfectly. I don't really need the keyframe animation to work; I was just trying to test if it was working properly. So, I guess my problems solved  ::) I only need to manually manipulate the joints