Hello,
i am a german people i dont understand how to export an animation, because the english knowledge of me is terrible.
Can anybody here explain me how to export a IK animation while converting it to FK and so that i can export it please in german?
Bitte erklärt es mir in deutsch, ich verstehe gar nicht was mit Blodes, Nodes oder sonst was gemeint ist.
vielen dank
thank you in advance
regards
Sebby
How to make a FK animation from a IK animation? - German
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Sebastian
- Gnoblar
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- haffax
- OGRE Retired Moderator

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This is something you have to do in your modelling tool, not in Ogre itself.
So you need at least tell us what program you are using.
The usual way is to sample the IK animation into keyframes that then are exported. Some exporters are able to do this step for you, with other tools you have to do it yourself.
Without telling us the program you use we cannot help.
So you need at least tell us what program you are using.
The usual way is to sample the IK animation into keyframes that then are exported. Some exporters are able to do this step for you, with other tools you have to do it yourself.
Without telling us the program you use we cannot help.
- sinbad
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The XSI exporter I wrote 'bakes' IK animation into FK for you, and I believe that Lioric's new 3DS Max exporter does the same. I don't think the existing Max exporter does this, you'll either have to bake the animation yourself, modify the exporter, or wait for Lioric's. We can't support 3DS ourselves since it costs far too much.
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HangDude
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The normal exporter doesn't handle lights. It exports to .mesh / .skeleton files which only store the mesh (vertices, faces, texcoords, etc.) and skeleton (bones / animation) respectivly. To add lights you have to create your own application and create a light in the scene.
I think the yake exporter (Octupus) has something like a .scene file format, but I haven't looked into that.
German translation:
Der normale exporter exportiert keine lichtquellen. Er exportiert .mesh / .skeleton dateien welche nur das Mesh (Punkte, Dreiecke, Texturekoordinaten usw) bzw das skelett (knochen / animationen) speichern. Um Lichtquellen zu erzeugen musst du selber ein programm schreiben und eine lichtquelle in die szene einfügen.
Ich glaube der yake exporter (Octupus) hat so etwas wie ein .scene file format, aber genaueres weiß ich da auch nicht...
greets,
phil
edit:
this might help a bit
http://www.ogre3d.org/phpBB2/viewtopic.php?t=15356
I think the yake exporter (Octupus) has something like a .scene file format, but I haven't looked into that.
German translation:
Der normale exporter exportiert keine lichtquellen. Er exportiert .mesh / .skeleton dateien welche nur das Mesh (Punkte, Dreiecke, Texturekoordinaten usw) bzw das skelett (knochen / animationen) speichern. Um Lichtquellen zu erzeugen musst du selber ein programm schreiben und eine lichtquelle in die szene einfügen.
Ich glaube der yake exporter (Octupus) hat so etwas wie ein .scene file format, aber genaueres weiß ich da auch nicht...
greets,
phil
edit:
this might help a bit
http://www.ogre3d.org/phpBB2/viewtopic.php?t=15356
- Praetor
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It's not in an exporter because there is no standard "scene" format for ogre. Ogre has formats for meshes and skeletons, period. How things like light and cameras are used is a very application-specific thing. That means, you are responsible for figuring it out.
There is a .scene format. The thing is, if you use .scene you inherit all its limitations and its entire system. It can be exactly what you're looking for, or not. If it was the official Ogre format, it would far too restrictive. Ogre is about real-time rendering. How things are saved and loaded is another story.
There is a .scene format. The thing is, if you use .scene you inherit all its limitations and its entire system. It can be exactly what you're looking for, or not. If it was the official Ogre format, it would far too restrictive. Ogre is about real-time rendering. How things are saved and loaded is another story.