[SOLVED]Ogre3D and IK import

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LJS
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[SOLVED]Ogre3D and IK import

Post by LJS » Wed Jun 25, 2014 11:13 pm

Wanted to know if Ogre3D or OgreXMLExporter can handle IK and other constrained animations from blender, and should it be exported with the 'Only Deformable Bones'?

This in context of easier animating in Blender - would probably gives me a performance loss.
And in the context of once loaded in the scene and moving the IK bone by 'attaching' it to te mouse, e.g. a hand following the mouse cursor.

Thanks,
Last edited by LJS on Thu Jun 26, 2014 10:38 am, edited 1 time in total.
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c6burns
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Re: Ogre3D and IK import

Post by c6burns » Wed Jun 25, 2014 11:20 pm

Ogre is FK only, so unless you keyframe the motions from your IK rig then it's not going to end up in the .skeleton file. I use IK all the time for animation, but ultimately it's keyframed and exported as FK.

You'd have to implement your own IK algo to do runtime IK. There's a number of methods and articles out there for it.
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LJS
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Re: Ogre3D and IK import

Post by LJS » Wed Jun 25, 2014 11:57 pm

Announcement: Math fight comming up!

Am assuming this goes for constraints too.

Thanks c6burns.
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(am very clumbsy, especially with words on a static screen.)
Ogre 3D 1.9.0 static
Bullet 2.8 static

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