Export 360 degree looping animation
- semicolon
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Export 360 degree looping animation
I was going to export 360 degree looping animation just like windmill and propeller. The animation looks really wrong when exported. I don't know how to export it correctly of that kind of animation. Otherwise if there is no other way to export 360 degree looping animation, would there be any suggesting manual way to do outside of 3DSMAX like adjusting the .skeleton.xml.
Thanks for the suggestion
Semicolon
Thanks for the suggestion
Semicolon
"Nature is the mother of learning"
- sinbad
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- semicolon
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Thanks a lot Sinbad.
It's almost there. I can now complete the whole revolution. However, at the middle of the cycle, it rotates backward a little bit before it spins back to the complete cycle. Hmm... couldn't really figure out why this happen. I could give you the sample .skeleton file if you need to inspect.
Semicolon
It's almost there. I can now complete the whole revolution. However, at the middle of the cycle, it rotates backward a little bit before it spins back to the complete cycle. Hmm... couldn't really figure out why this happen. I could give you the sample .skeleton file if you need to inspect.
Semicolon
"Nature is the mother of learning"
- semicolon
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- ahmedali
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Its in animation track, see docsBy default rotation is done using shortest-path algorithm. It is possible to change this behaviour using setUseShortestRotationPath() method.
Does this animation seam occur at end/starting of the animation loop.
You can also mail me skeleton file. better send mesh too.
at: elkali at gmail dot com
- semicolon
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I have sent you the new xml skeleton file. compile and use it. Sorry I deleted the key frames on Center, but they were empty anyway,
I havent yet investigated the actual cause.
But I think the main problem was being caused by having X-axis pf Box2 negative and positive at different keyframes.
Also I think there is bug in ogre OR in the mesh viewer the "chose closest path" is not affecting.
0 90 180 0
and
0 90 180 360
For example these key frames should give the same results, when "chose closest path" is On. by default it should On but in mesh viewer its seems not working. So its either mesh viewer or ogre!
I havent yet investigated the actual cause.
But I think the main problem was being caused by having X-axis pf Box2 negative and positive at different keyframes.
Also I think there is bug in ogre OR in the mesh viewer the "chose closest path" is not affecting.
0 90 180 0
and
0 90 180 360
For example these key frames should give the same results, when "chose closest path" is On. by default it should On but in mesh viewer its seems not working. So its either mesh viewer or ogre!
- DWORD
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I don't think there's a bug. It's impossible to choose the shortest path fromahmedali wrote:0 90 180 0
and
0 90 180 360
For example these key frames should give the same results, when "chose closest path" is On. by default it should On but in mesh viewer its seems not working. So its either mesh viewer or ogre!
180 to 0
and
180 to 360
as both are valid.
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- Poseidon
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I had the same problem some time ago: I wanted to rotate the barrel of a minigun while the mounting stays firm.
The following posting helped me a lot :
http://www.ogre3d.org/phpBB2/viewtopic. ... ht=minigun
In the end I created two independent meshes (one for the barrel, one for the mounting) and rotated the barrel a bit on every frame.
It works out pretty nice, as you can see in this game [ur]http://vortex-game.sourcefoge.org[/url]
The advantage is, that you can rotate the barrel at different speeds or even stop it completely. The penalty is, you have to code a bit..
You are rotating using skeleton animation? I didn't know this is also possible, but great
greetz,
poseidon
The following posting helped me a lot :
http://www.ogre3d.org/phpBB2/viewtopic. ... ht=minigun
In the end I created two independent meshes (one for the barrel, one for the mounting) and rotated the barrel a bit on every frame.
It works out pretty nice, as you can see in this game [ur]http://vortex-game.sourcefoge.org[/url]
The advantage is, that you can rotate the barrel at different speeds or even stop it completely. The penalty is, you have to code a bit..
You are rotating using skeleton animation? I didn't know this is also possible, but great
greetz,
poseidon
- semicolon
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Hello,
I thank you everyone for all of the suggestions. Especially, Ahmedali. He helped me fixed the animation and this is 99% perfect as the animation rotate in complete cycle. I have compared the .skeleton files of the before and after the fixes. The rotation information was really wrong. I just figured out some method to animate the cycle. I will create the 5 keyframes from 3DSMAX and copy the keyframes information to replace them. By the way I don't know whether or not this would work. Just wanted some experts to confirm it.
Really thank you for all of the help.
Semicolon
P.S. I am using 3DSMAX as primary 3D tools. Any more suggestions are more than welcome.
I thank you everyone for all of the suggestions. Especially, Ahmedali. He helped me fixed the animation and this is 99% perfect as the animation rotate in complete cycle. I have compared the .skeleton files of the before and after the fixes. The rotation information was really wrong. I just figured out some method to animate the cycle. I will create the 5 keyframes from 3DSMAX and copy the keyframes information to replace them. By the way I don't know whether or not this would work. Just wanted some experts to confirm it.
Really thank you for all of the help.
Semicolon
P.S. I am using 3DSMAX as primary 3D tools. Any more suggestions are more than welcome.
"Nature is the mother of learning"