Hi,
i have a model with skeletal animation that has motion capture data. i believe i am exporting it in the right way
- i have one clip in the mixer
- the mesh and skeleton are selected
- mesh, material and skeleton have a directory to go into
when i export the model XSI crashes and i get message at the bottom of my screen about creating the Clip. if i export the model with no clips in the mixer XSI still crashes and this time the message is "Added character as a parent of skeleton' probably indicating the last thing that it was able to export successfully
in the Ogre log i get the following message:
16:06:00: Skeleton: Loading femVillager.skeleton
16:06:00: Skeleton: Loading
16:06:00: An exception has been thrown!
-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource in resource group General or any other group..
File: ..\src\OgreResourceGroupManager.cpp
Line: 583
Stack unwinding: <<beginning of stack>>
16:06:00: Unable to load skeleton femVillager.skeleton for Mesh femVillager.mesh. This Mesh will not be animated. You can ignore this message if you are using an offline tool.
any suggestions?
thanks in advance
exporting animation - can't load skeleton
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sailor
- Gnoblar
- Posts: 10
- Joined: Wed Jun 01, 2005 11:17 pm
- sinbad
- OGRE Retired Team Member

- Posts: 19269
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- x 67
- Contact:
First point, you don't need to select the skeleton, just the object(s) you want to export. Bones (or other nodes) which are included in an envelope affecting the objects are picked up automatically.
The message about not being able to load the skeleton is purely because the skeleton export didn't work.
I haven't seen an XSI crash when exporting for quite a while, I'll need to see your data.
The message about not being able to load the skeleton is purely because the skeleton export didn't work.
I haven't seen an XSI crash when exporting for quite a while, I'll need to see your data.
-
scardario
- Kobold
- Posts: 25
- Joined: Sat May 13, 2006 1:28 am
What version of Ogre and Cg do you have?
I had a similar problem with Ogre 1.1 and Cg 1.4.1, I just updated to Ogre 1.2 and Cg 1.5.2 Beta.
you can also try to load the skeleton animation by hardware adding these lines to the pass in the material script:
just chech the SkeletalAnimation example script (jaiqua material in Examples.material file)
I hope this would be useful
I had a similar problem with Ogre 1.1 and Cg 1.4.1, I just updated to Ogre 1.2 and Cg 1.5.2 Beta.
you can also try to load the skeleton animation by hardware adding these lines to the pass in the material script:
Code: Select all
vertex_program_ref Ogre/HardwareSkinningFourWeights
{
param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4
param_named_auto viewProjectionMatrix viewproj_matrix
param_named_auto lightPos[0] light_position 0
param_named_auto lightPos[1] light_position 1
param_named_auto lightDiffuseColour[0] light_diffuse_colour 0
param_named_auto lightDiffuseColour[1] light_diffuse_colour 1
param_named_auto ambient ambient_light_colour
}
I hope this would be useful
- sinbad
- OGRE Retired Team Member

- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
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- x 67
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sailor
- Gnoblar
- Posts: 10
- Joined: Wed Jun 01, 2005 11:17 pm
thanks Sinbad. i upgraded the exporter from 1.2.0 to 1.2.1 and it does export. the new exporter still has the old number though, still shows as 1.2.0.
did you have a chance to look at the character's animation in the mesh viewer? i am getting some deformation on one arm when the character moves it in certain ways. i don't get any of that deformation in xsi.
would scaling bones with mocap data deform the envelope? i remember that was an issue last year. i wasn't sure whether it was still the case. this skeleton hasn't been scaled at all to avoid any possible deformations.
thanks
did you have a chance to look at the character's animation in the mesh viewer? i am getting some deformation on one arm when the character moves it in certain ways. i don't get any of that deformation in xsi.
would scaling bones with mocap data deform the envelope? i remember that was an issue last year. i wasn't sure whether it was still the case. this skeleton hasn't been scaled at all to avoid any possible deformations.
thanks