meshviewer octopus problem

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blue5teel
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meshviewer octopus problem

Post by blue5teel »

Hello,

I modelled a mesh in 3dsmax, made a walk animation and exported it with octopus.

My problem in "meshviewer" is that there is no animation.
though the animation "walk" is mentioned in the tree on the left side, there is no animation triggered if i click on it.

Any suggestions ?

Thanks
blue5teel
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Post by blue5teel »

Ok...
Now i use the other 3dsmax-exporter and now the animation is visible..

The only problem is that the animation does not look like it has in 3dsmax.
In max i had a clean animation without any visible errors.
Now i got some weired meshdeformations during animation..

What could be the problem ?

Thanks ?
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sinbad
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Post by sinbad »

I'm afraid we're without a regular 3DS max contributor - all I can suggest is making sure you've checked all the tips in the docs which come with the exporter, and the tips in the wiki: http://www.ogre3d.org/wiki/index.php/Ex ... DStudioMax
blue5teel
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Post by blue5teel »

thank you...

very helpful....
blue5teel
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Joined: Mon Sep 05, 2005 12:38 am

Post by blue5teel »

I modelled a spider with six legs (ok i know they should have eight, but i wanted to make it less komplex)....

These hang in the air and are not connected with each other.

Could this be my problem ?

How do i add a rootbone to an existing bonesystem of this kind in max?

thanks .
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sinbad
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Post by sinbad »

OGRE can support multiple root bones in one skeleton so in theory there's no problem here. But there may be something specific to 3DS that causes an issue. Can't help you with the Max interface.
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