Page 1 of 1
max exporter doesn´t export bones scaling...
Posted: Mon May 16, 2005 8:40 pm
by rode
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?!
non-uniform scale
Posted: Mon May 16, 2005 9:04 pm
by rode
I forgot to say I scaled the bones with non-uniform scale, meaning just in one axis. Does the exporter suppport this?
Posted: Mon May 16, 2005 9:59 pm
by TheGilb
When you did a non-uniform scale, then you need to reset the bone Xform (transform). Then when you export, the transform will too. Gotta love Ogre

no scaling info..
Posted: Tue May 17, 2005 2:28 pm
by rode
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!
code...
Posted: Tue May 17, 2005 3:49 pm
by rode
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..

Posted: Wed May 18, 2005 12:33 am
by TheGilb
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...
Posted: Wed May 18, 2005 3:58 pm
by :wumpus:
Ogre uses a 3x4 structure for bones, which can contain both translation, rotation and scaling information.
(it's basically a 4x4 matrix with the last row which is always "0 0 0 1" removed)
I have no idea how the bone scaling is represented in the xml file though.
anybody can help me please?!..
Posted: Thu May 19, 2005 8:42 pm
by rode
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

Simbad
Posted: Thu May 19, 2005 8:56 pm
by rode
Can anybody contact Simbad? I´m sure he´ll know about this...
Posted: Tue May 24, 2005 10:00 pm
by eugen
can we get the exporter's code from somewhere?! just to check what is going on in there...
Posted: Thu Jun 30, 2005 12:59 pm
by Matsyv9
I thought the exporter was in max script... Or is this a different exporter?