max exporter doesn´t export bones scaling...
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rode
- Gnoblar
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max exporter doesn´t export bones scaling...
Hi!
I´m trying to export a character animation, a deformation using bone scaling, and I see the 3dsmax exporter can export the bone movement but not the scaling.
Can anybody help me?!
I´m trying to export a character animation, a deformation using bone scaling, and I see the 3dsmax exporter can export the bone movement but not the scaling.
Can anybody help me?!
-
rode
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non-uniform scale
I forgot to say I scaled the bones with non-uniform scale, meaning just in one axis. Does the exporter suppport this?
- TheGilb
- Halfling
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rode
- Gnoblar
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no scaling info..
Hi!
I reset the Xform of the bone but nothing changes (I must say I had already reset the transformations of the bones before animating). I looked into the skeleton xml file and there´s no scaling info. There´s not even a tag for scaling..
??
Why is that?
thanks for your replies! I preciate the help a lot!
I reset the Xform of the bone but nothing changes (I must say I had already reset the transformations of the bones before animating). I looked into the skeleton xml file and there´s no scaling info. There´s not even a tag for scaling..
??
Why is that?
thanks for your replies! I preciate the help a lot!
-
rode
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code...
Here´s the code I got in the skeleton xml file, from a simple non-uniform scaling of a bone for deforming a sphere mesh:
<skeleton>
<bones>
<bone id="0" name="Bone01">
<position x="0.0" y="0.0" z="0.0" />
<rotation angle="-1.5708">
<axis x="0.0" y="0.0" z="-1.0" />
</rotation>
</bone>
<bone id="1" name="Bone02">
<position x="70.0" y="-1.14044e-005" z="3.0598e-006" />
<rotation angle="0.0">
<axis x="0.0" y="0.0" z="1.0" />
</rotation>
</bone>
</bones>
<bonehierarchy>
<boneparent bone="Bone02" parent="Bone01" />
</bonehierarchy>
<animations>
<animation name="test" length="1.0">
<tracks>
<track bone = "Bone01">
<keyframes>
<keyframe time="0.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="0.0" y="-1.0" z="0.0" />
</rotate>
</keyframe>
<keyframe time="1.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="0.0" y="-9.67292e-007" z="-1.0" />
</rotate>
</keyframe>
</keyframes>
</track>
<track bone = "Bone02">
<keyframes>
<keyframe time="0.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="-4.76837e-007" y="1.0" z="0.0" />
</rotate>
</keyframe>
<keyframe time="1.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="0.0" y="0.0" z="1.0" />
</rotate>
</keyframe>
</keyframes>
</track>
</tracks>
</animation>
</animations>
</skeleton>
I hope you can help me to find the problem..
<skeleton>
<bones>
<bone id="0" name="Bone01">
<position x="0.0" y="0.0" z="0.0" />
<rotation angle="-1.5708">
<axis x="0.0" y="0.0" z="-1.0" />
</rotation>
</bone>
<bone id="1" name="Bone02">
<position x="70.0" y="-1.14044e-005" z="3.0598e-006" />
<rotation angle="0.0">
<axis x="0.0" y="0.0" z="1.0" />
</rotation>
</bone>
</bones>
<bonehierarchy>
<boneparent bone="Bone02" parent="Bone01" />
</bonehierarchy>
<animations>
<animation name="test" length="1.0">
<tracks>
<track bone = "Bone01">
<keyframes>
<keyframe time="0.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="0.0" y="-1.0" z="0.0" />
</rotate>
</keyframe>
<keyframe time="1.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="0.0" y="-9.67292e-007" z="-1.0" />
</rotate>
</keyframe>
</keyframes>
</track>
<track bone = "Bone02">
<keyframes>
<keyframe time="0.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="-4.76837e-007" y="1.0" z="0.0" />
</rotate>
</keyframe>
<keyframe time="1.0">
<translate x="0.0" y="0.0" z="0.0" />
<rotate angle="0.0">
<axis x="0.0" y="0.0" z="1.0" />
</rotate>
</keyframe>
</keyframes>
</track>
</tracks>
</animation>
</animations>
</skeleton>
I hope you can help me to find the problem..
- TheGilb
- Halfling
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It's coz bone animation basically equates to a bunch of matrices. The matrix represents the bone position and rotation in a single 3x3 structure, no scaling information is included because of tight memory budgets. Animation can quickly fill memory up if not stored in efficient structures.
Anyway, I'm sorry I dont have the right answer for you! It is now that I reffer you to the 3dsmax video tutorials in the sticky thread of this forum. They're very concisive and I'm sure he used non-uniform scaling on the bones...
Anyway, I'm sorry I dont have the right answer for you! It is now that I reffer you to the 3dsmax video tutorials in the sticky thread of this forum. They're very concisive and I'm sure he used non-uniform scaling on the bones...
- :wumpus:
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rode
- Gnoblar
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anybody can help me please?!..
I don´t really know about programming and honestly I don´t care about how the info is coded since I´m an animator!!
. I was just curious about where is the scale info in the xml file because I can´t export the scale animation with the max exporter.
I donwloaded the tutorilas you said from http://www.arica3d.com/AnimateTutorial1/ but it seems there´s no scaling example there.
I´m just wondering why I can´t export a simple scale animation, althought the traslation and rotation info are well exported.
I want to animate a "ball-shape" character bouncing, so I need to make the ball deformation. That´s what I need the scaling for.
I´m sure I saw in the past some info about a patch for using non-uniform scale in max exporter in these forums.. but I can´t find anything about that now..
Thanks a lot for your replies guys!.. but I need more help
I donwloaded the tutorilas you said from http://www.arica3d.com/AnimateTutorial1/ but it seems there´s no scaling example there.
I´m just wondering why I can´t export a simple scale animation, althought the traslation and rotation info are well exported.
I want to animate a "ball-shape" character bouncing, so I need to make the ball deformation. That´s what I need the scaling for.
I´m sure I saw in the past some info about a patch for using non-uniform scale in max exporter in these forums.. but I can´t find anything about that now..
Thanks a lot for your replies guys!.. but I need more help
- eugen
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