How to exported an entity skeleton Animation in 3ds Max?

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just_try
Gnoblar
Posts: 6
Joined: Tue Mar 13, 2018 8:24 pm

How to exported an entity skeleton Animation in 3ds Max?

Post by just_try »

Hey again ..
I have a problem..i hope you can help me :(
I imported a virtual human in 3ds max (2015) and I applied a movement ('Walk')(. * bip) .. everything works well in 3Ds Max..
but when I export this entity by (Ogre max) to use it in my 'visual studio' code ..
I can not find the name of the animation performed in the (.skelton) file..Why?
?
Tikoucas
Gnoblar
Posts: 7
Joined: Fri Dec 28, 2018 7:52 pm
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Re: How to exported an entity skeleton Animation in 3ds Max?

Post by Tikoucas »

I never exported animations with Ogremax, but the first thing I would check is if the .skeleton file contains the animation you are expecting.
Try opening your mesh file with OgreMaxWinViewer.exe and play the animation.

Other option would be to get the Ogre command line tools, find the exported .skeleton file and open it with OgreXMLConverter.exe, it will generate a .xml file.

inside the xml file you will find this:

Code: Select all

<skeleton>
	<bones>
         	//; skip all of this
        </bones>
	<bonehierarchy>
		//; skip all of this
	</bonehierarchy>
	<animations>
                <animation name="Walk" length="0.5">  //; Here is your animation
If you can't find the line "<animation name="MyAnimationName" length="x.x">" then it must be a problem with your settings at exporting. Are you using the trial or full version of OgreMax?

If you are capable of playing the animation in OgreMaxWinViewer, try doing something like this in your code:

Code: Select all

AnimationState *mAnimationState;
Entity *body;
const FrameEvent *evt;

animate()
{
    mAnimationState = body->getAnimationState("Walk");
    mAnimationState->setLoop(true);
    mAnimationState->setEnabled(TRUE);
    mAnimationState->addTime(evt.timeSinceLastFrame);
}
This is how I do play animations in Ogre 1.7

Good luck.
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