Strange animation export with blender2ogre+OgreXMLConverter

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cww
Gnoblar
Posts: 15
Joined: Thu Nov 22, 2012 4:56 pm

Strange animation export with blender2ogre+OgreXMLConverter

Post by cww »

Hi,

I have an animated character which has a very simple walk animation. In blender, it looks correct as I execute the animation.

I then use blender2ogre to export it, and then use OgreXMLConverter to convert both the mesh.xml and skeleton.xml into binary format.

I then use the binary files in my engine, but the animation looks incorrect. It seems like something is being inverted somewhere... Below is a picture. The model with the grass background is rendered within Ogre. The smaller picture in the corner shows the animation rendered within blender.

Any idea how to overcome this? Thanks in advance for any help or suggestion.
1.png
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cww
Gnoblar
Posts: 15
Joined: Thu Nov 22, 2012 4:56 pm

Re: Strange animation export with blender2ogre+OgreXMLConver

Post by cww »

I am using OSX, blender 2.65a, blender2ogre 0.59, in case this information is useful...
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Waruck
Goblin
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Joined: Mon Dec 12, 2011 12:52 pm
Location: Germany
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Re: Strange animation export with blender2ogre+OgreXMLConver

Post by Waruck »

Propably a problem of a misplaced skeleton. You can check your model in OgreMeshy. Let it display your skeleton and check if it matches the model. If not there's a misplacement in blender between local and global coordinates. You can fix this by selecting your skeleton in object-mode and press ctrl+a to apply rotation, translation and scale to the local coordinates.

If this is not the problem some more information is required to help you... guessing what's going wrong is a really difficult task. Sharing your .blend file or a dummy .blend file that can reproduce your problem is always useful.
cww
Gnoblar
Posts: 15
Joined: Thu Nov 22, 2012 4:56 pm

Re: Strange animation export with blender2ogre+OgreXMLConver

Post by cww »

Hi Waruck,

Thanks for the pointers. I can't use OgreMeshy as it is not available for OSX, but your suggestion on the global/local coordinates fixed the problem. :D

Many thanks!!!