blender export animations corrupted

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StaticVoid
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blender export animations corrupted

Post by StaticVoid »

I have been working on a model with animations for some time. It has always exported fine, until now.

In OGRE my model now looks like most of the vertices are (0,0,0). The best way to descibe it is as if I have half an animated leg with lines connected to the center of the screen.

The only change I've made between exports is move some keys in the Action editor to make some of the animations quicker.

Has anyone else experienced this? Is there a quick fix?

I could go back to a (not too old) backup, but I still have the problem of scaling animations in blender.
reimpell
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Re: blender export animations corrupted

Post by reimpell »

Does it work using Blender's playback? Is the baked action also corrupted on export?
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StaticVoid
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Post by StaticVoid »

playback is fine in blender and I've tried to bake the anim, but no joy. I never needed to bake the anims before now.
reimpell
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Post by reimpell »

Strange! If you can send me the .blend file, I'll have a look.
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Corrupted Animations

Post by reimpell »

Meanwhile I had a frist glance at the files StaticVoid sent to me (Thanks a lot!). I was almost unable to export, as Blender almost always had segmentation faults during the script execution. In the few cases it worked, the animation was corrupted: Within the animation, always the same polygons disappeared temporarily.

Unfortunately, I don't have the time to further investigate that issue right now. I expect the Blender Python interface to have some memory leaks in code related to Ipos. The export works using a modified script version that does not rely on the IpoCurve or BezTriple module. This modified script samples the transformations of the bones for all animation keyframes. It works, but produces a lot of keyframes (and blocks the interface during export). Therefore it is only useful if you have the same problem but no backup copy of your work.
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StaticVoid
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Post by StaticVoid »

Cheers! The modified exporter worked. I now get the animations exactly as they appear in blender.

I will now go back to some coding using my new anims. I was going nuts over this and thought of giving up the whole project. I still believe the animations in the blend file to be corrupt, so I will have to go back and rework the animations at a later date.

Has anyone any tips on setting up blender models and animations for export. I feel I should be making better use of actions.

Also does every bone need to be keyed at the begin and end the anim?

I would say that you can have never have enough backups. :D
reimpell
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Post by reimpell »

StaticVoid wrote:Also does every bone need to be keyed at the begin and end the anim?
No, you neither need to set keyframes for all bones, nor do you need to set keyframes at the beginning or end of your animations.
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