Blender Armature Export

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
wallclimber21
Gnoblar
Posts: 9
Joined: Tue Dec 06, 2005 9:06 am

Blender Armature Export

Post by wallclimber21 »

Hi All,
I'm in the procress of learning Blender and Ogre at the same time.

At this point, I'm able to export simple models with materials and skeletons from Blender to Ogre.

Now, for *really* simple animations, everything works exactly as expected. that is, arms move how they move in Blender etc.

However, once slightly more complex rotations come into play, the export doesn't work at all. Basically, my poor little man starts swinging his arms ways he was supposed to.

Now looking at the .skeleton.xml file, I see that the rotations of bones in the keyframes are not given with quaternions, but in x,y,z vector format. My assumption is that Ogre does keyframe interpolation with those instead of using quaternion interpolation, hence the weird results.

Could this be the reason? Or should I look at other reasons? Any ideas?

Edit: I *am* using IM_SPLINE and RIM_SPHERICAL in my animation settings. What I'm seeing is that very small rotational 'wobbles' in Blender are going completely overboard in Ogre.

Thanks,
Tom
User avatar
xavier
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 9481
Joined: Fri Feb 18, 2005 2:03 am
Location: Dublin, CA, US
x 22

Post by xavier »

What versions of each?
wallclimber21
Gnoblar
Posts: 9
Joined: Tue Dec 06, 2005 9:06 am

Post by wallclimber21 »

Blender version: 2.37a
Ogre: 1.0.6

By addition additional keyframes, I'm more or less able to limit the wobbling. Obviously, Blender and Ogre have different interpolation algorithms. The one of Ogree has some overshoot that's not present in Blender.

Tom
User avatar
xavier
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 9481
Joined: Fri Feb 18, 2005 2:03 am
Location: Dublin, CA, US
x 22

Post by xavier »

How many keyframes were you using? 2?
wallclimber21
Gnoblar
Posts: 9
Joined: Tue Dec 06, 2005 9:06 am

Post by wallclimber21 »

5 keyframes. I increased it to 12. Basically one every 3 frames...

Tom
nfz
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 1263
Joined: Wed Sep 24, 2003 4:00 pm
Location: Halifax, Nova Scotia, Canada

Post by nfz »

Are you using IK constraints and if you are did you bake your actions prior to export?
wallclimber21
Gnoblar
Posts: 9
Joined: Tue Dec 06, 2005 9:06 am

Post by wallclimber21 »

None of those. No IK constraints. No bake.
(In fact, I've been avoiding anything IK like because I wasn't even sure it's supported by the exporter...)



Tom
User avatar
xavier
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 9481
Joined: Fri Feb 18, 2005 2:03 am
Location: Dublin, CA, US
x 22

Post by xavier »

You don't export the IK because Ogre doesn't do it. You use IK to make your life easier during posing, but the exporter just puts out the keyframes.
Post Reply