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Maya Skeleton Export - Animation timing errors!

Posted: Thu Sep 22, 2005 11:34 am
by j.tobergte
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.

Posted: Thu Sep 22, 2005 7:29 pm
by lurk
I'm having a similar problem. My animations are off. The walk cycle looks like it's pinned at the waist and one leg goes forward more than the other at different times. The animation is completely unusable and different than what I have in maya. Anyone have any clue what this might be?

Posted: Fri Sep 23, 2005 12:27 pm
by j.tobergte
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.

Posted: Fri Sep 23, 2005 6:51 pm
by Rixeh
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.

Posted: Tue Oct 11, 2005 4:39 pm
by bisco
Hi all,
can anyone send me a scene presenting the timing problem so I can try to fix the bug?

bisco

Posted: Sat Oct 15, 2005 5:42 pm
by bisco
The timing problem should have been solved with the latest changes I made. Basically the last keyframe was lost when exporting some animations, now that issue should hav been fixed.
I'll release a new version of the plug-in soon.
I'll let you know when it's up