Hi folks!
If i export a character, i have some problems with the timings (len of animation). First of all - if i set maya timing units to 24 fps or 25 fps - the export is all the same.
I think Ogre runs animations at 25 fps - so i can calculate the animation lens. The trick is - the first animation is ok and all other that follows are a little bit wrong. That's not good, coz i have some looped animations that looks terrible in the engine (walk cycle, ...)
My Animations: (the [] values are keys/25)
Idle - MayaRange: 0 to 20 (21 keys) - OgreLen: Ogre len: 0.833333 - [0.84] - OK
Walk - MayaRange: 30 to 45 (16 keys) - OgreLen: 0.583333 - [0.64] - FAILURE
Jump - Maya Range: 50 to 64 (15 keys) - OgreLen: 0.583333 - [0.60] - FAILURE
Fall - MayaRange: 70 to 78 (9 keys) - OgreLen: 0.333333 - [0.36] - FAILURE
The anim "Jump" is one keyframe shorter than the "Walk" anim, but the exporter sets the same values (?!?)
Has anyone an idea or knows this problem?
ciao, joerg.
Maya Skeleton Export - Animation timing errors!
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j.tobergte
- Gnoblar
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Maya Skeleton Export - Animation timing errors!
Joerg Tobergte // TD Graphics
4HEAD Studios Hannover Germany
----------------------------------------
www.4HEAD.de
www.4KIDZ.de
4HEAD Studios Hannover Germany
----------------------------------------
www.4HEAD.de
www.4KIDZ.de
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lurk
- Gnoblar
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j.tobergte
- Gnoblar
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- Joined: Tue Sep 20, 2005 3:27 pm
Hi - at last i found a workaround!
For everyone who will know...
Don't export by frames - use seconds instead! I just set maya's timing units to seconds (not milliseconds) and scaled the key values by 24.0 - in the ogre exporter settings i set the values for my animations and now all timings are Ok.
Just play the animations in the engine 24 times faster - then the animations are in original timing - puhh - =)
have a nice day...
ciao, joerg.
For everyone who will know...
Don't export by frames - use seconds instead! I just set maya's timing units to seconds (not milliseconds) and scaled the key values by 24.0 - in the ogre exporter settings i set the values for my animations and now all timings are Ok.
Just play the animations in the engine 24 times faster - then the animations are in original timing - puhh - =)
have a nice day...
ciao, joerg.
Joerg Tobergte // TD Graphics
4HEAD Studios Hannover Germany
----------------------------------------
www.4HEAD.de
www.4KIDZ.de
4HEAD Studios Hannover Germany
----------------------------------------
www.4HEAD.de
www.4KIDZ.de
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Rixeh
- Greenskin
- Posts: 135
- Joined: Sat Nov 20, 2004 8:36 am
Hmm could you also do the scaling inside maya? It seems like Ogre only likes to loop animations that are in increments of full-seconds only -- so if a keyframe is set at 26 or 30, it'll go to 24 and then restart. So an option might be to start keyframes at 24, 48, 72, etc...
I'll have to play around a bit w/ this one, I'm only doing static models atm.
I'll have to play around a bit w/ this one, I'm only doing static models atm.
- bisco
- OGRE Contributor

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- Location: London, United Kingdom