exporting animation - can't load skeleton

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
sailor
Gnoblar
Posts: 10
Joined: Wed Jun 01, 2005 11:17 pm

exporting animation - can't load skeleton

Post by sailor »

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
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 67
Contact:

Post by sinbad »

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.
scardario
Kobold
Posts: 25
Joined: Sat May 13, 2006 1:28 am

Post by scardario »

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:

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
}
just chech the SkeletalAnimation example script (jaiqua material in Examples.material file)
I hope this would be useful
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 67
Contact:

Post by sinbad »

I took the scene you mailed me and it exported without crashing and seemed to be fine, looking at the files it output (and the .skeleton was there). This is in XSI 5.1 with the 1.2.1 exporter, exporting when selecting the 'character' node.
sailor
Gnoblar
Posts: 10
Joined: Wed Jun 01, 2005 11:17 pm

Post by sailor »

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
sailor
Gnoblar
Posts: 10
Joined: Wed Jun 01, 2005 11:17 pm

Post by sailor »

i've fixed the deformation problem (had to do with the way changes to one bone were carried down the chain), so please disgerard that querry.
Post Reply