Skeleton Bug

Discussion area about developing with Ogre-Next (2.1, 2.2 and beyond)


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miki3d
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Skeleton Bug

Post by miki3d »

Hi folks! Skeletons time!

I'm almost done with my characters and what I need now is to have a set of skeletons to load on each one of them when I need a particular animation.
FYI
- I'm using ogremax 1.9 and it exports V1 mesh/skeletons
- Characters have the same bone structure and the same initial pose.

Image

I know there's the possibility to link a skeleton (It would save a lot of work) so I tried to make a set of skeleton animations for the first character and link them to another.

Exported skeleton
Image

Linked skeleton
Image

As you can see on the mesh with the linked skeleton there're a lot of intersection on the arms and legs seems too close.

I attach a video for a better view
https://youtu.be/Af2TuPdvBK4

Doing the same on max gives good results
Image

Tnx :)
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Co-Founder and Design Director at VaeVictis
Current project Racecraft
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dark_sylinc
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Re: Skeleton Bug

Post by dark_sylinc »

Since it shows up wrong in OgreMax, I'm assuming this is a 1.x problem as well?

Skeleton sharing in Ogre is a lot more restrictive than Maya/Max's. A lot of things must stay equal for sharing. The exporter could also be collapsing modifiers and Max could be applying the skinning before some of those modifiers get applied which would explain the differences.
I'm not even sure if sharing between different meshes was intended (sharing between different Entitys with the same mesh is of course possible)
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sercero
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Re: Skeleton Bug

Post by sercero »

I'm using Skeleton sharing and exporting with https://github.com/OGRECave/blender2ogre.

In this case the usage would be clothing because there are different sets of armor and clothing that the character can use.

The meshes are somewhat different and there is even a Modifier being used (Mask to hide the skin underneath the clothes).

Everything works OK.

Try to see if you are able to import your meshes into Blender just as a test to see if the problem is with OgreMax.