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Problem with mixing up IK and normal animations

Posted: Sun Sep 11, 2005 8:20 pm
by Shadix
Hi guys i got a question.I got a small model with 4 animations.In Max , the animations look perfect. I uses both normal bone animations and i used IK solvers.(i mixed them up)
I exported the files ( to both ogre and irrlicht) and in both cases some deformations occured.

Here are screens showing my problem.

Image

Image

Image

Those screens were made in the meshviewer.

I know that i have to set keyframes, so i tell you what i did.
I hided the IKs and the mesh and set a keyframe for all bones on every frame where a change occured.
I tried to delete the IKs but as i did the mesh deformed so i still let them in and exported. What you see on the screenshots is
what i get when moving the model in the meshviewer. And yes, i got the newest versions.
I think the problem is mixing up normal bone animation+ IK solvers.
Is that possible ?
I meen, i successfully exported a model using only bone animations and i successfully exported a model with only IK animations so i fear the problem is mixing up both .

Any suggestions or ideas?

Posted: Sun Sep 11, 2005 10:17 pm
by Chris Jones
is that vertex that isnt moving actually attached 2 the bone?

btw im not a gfx expert...so its just a guess :P

Posted: Sun Sep 11, 2005 11:07 pm
by fantastico
My guess would be that the vertex in question doesn't have any weights assigned to it.

Posted: Sun Sep 11, 2005 11:26 pm
by Shadix
no, like i said,
in max, all animations work perfect

Posted: Sun Sep 11, 2005 11:26 pm
by haffax
Yes, exact bone weights would be of interest here.
It has to have a weight assigned, else Ogre wouldn't even load the mesh, but it seems to do so.

Look at your mesh.xml file you will find a section that looks like this:

Code: Select all

<boneassignments>
   <vertexboneassignment vertexindex="0" boneindex="27" weight="0.17862"/>
   <vertexboneassignment vertexindex="0" boneindex="28" weight="0.795565"/>
   <vertexboneassignment vertexindex="0" boneindex="29" weight="0.0256029"/>
   ...
   ...
</boneassignments>
The values after weight all have to be in (0,1]. If one of those is exactly 0 or very, very small for all assignments of the same vertexindex, then something is wrong with this.

I don't know how to fix this in 3dsmax though. :(

Posted: Sun Sep 11, 2005 11:46 pm
by Shadix
I checked vertice 316 , that`s a vertice in the right hand, the hand which deforms and it got an assigned bone. The value for this bone is 1,0.
I guess it should work then, at least for that vertice, but it doesn`t : ((
is that vertex that isnt moving actually attached 2 the bone?
And to clarify this ! It`s not only one vertice which isn`t moving , it`s the whole hand... + The hand got one bone. So it seems that just that one hand-bone is the reason for the deformation. Maybe that extra info can help solving my problem : ( ?

Posted: Thu Sep 15, 2005 10:30 pm
by blue5teel
i did have a similar problem....

my animation looked very well in max but after exporting it i had these meshdeformations .....

someone told me that the exporter cannot export IK and that mirroring parts of your character(for example the arm) could cause these problems.

i hopei could help you...

Posted: Fri Sep 16, 2005 1:52 am
by ahmedali
@Shadix
Which version of max are you using and did you used mirror bones. If thats not the problem of mirror bones I can give you the exporter with some experimental ik sampling modifications for a try.

Posted: Fri Sep 16, 2005 11:47 am
by ahmedali
You you can mail me the scene file to help solve the issue.

Posted: Fri Sep 16, 2005 1:27 pm
by genva
It's clearly some vertices wasn't attached to any bones (your artist wrong), or the some attached bones doesn't exporting properly (exporter tools bug, or make sure checked Export non-bones objects (must be in the modifier) option in Ogre standard Max exporter tool).