Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
0 registered members (), 18,561 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Import animated model from blender #335406
07/28/10 10:50
07/28/10 10:50
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Hey guys,

I've got a Blender model with animation which I would like to export to MED and keep the animation. The blender mdl-export-plugin doesn't work for me somehow, getting some strange script errors, so which export format should I use in order to keep the animation...? Tried different ones already, FBX for example exports the bones but the animation itself will get lost.

Thanks,


Alan

Re: Import animated model from blender [Re: Alan] #335886
07/31/10 11:23
07/31/10 11:23
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
These are the required settings when you export the animated model from blender:



The model will still look into the wrong direction and has the wrong size.
You can adjust that by "Scale model global" and "Transform model global".
When you want to make adjustments at the animations in MED, you need to use "Replace animation matrices" once.



Re: Import animated model from blender [Re: Pappenheimer] #335916
07/31/10 18:02
07/31/10 18:02
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Hi,

thanks for the answer wink

I somehow missed out the "All Actions" button in the export window in blender. Well, the animations show up in the "manage frames" window in MED now and have correct frame numbers and names, and the bones themselves are there, too, however, when I select one of the frames with "Animate" active and click "Go to Frame", nothing happens. Replacing Animation matrices didn't work either. It is just as if the animation... disappeared! I used .fbx format to export if that matters.

Re: Import animated model from blender [Re: Alan] #335962
07/31/10 22:04
07/31/10 22:04
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Did you select both, model and armature in blender, before you exported it?

Re: Import animated model from blender [Re: Pappenheimer] #336022
08/01/10 09:30
08/01/10 09:30
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
No I didn't, I just tried again selecting both the model AND all bones, still the result is the same: no visible animation in MED.

I have 2 possible explanations for this - maybe one of them is the cause:

1) In Blender, Inverse Kinematics are used to animate the model.
2) MED doesn't allow assigning more than one bone to one vertex. However, when importing the model from Blender, many vertices are assigned to two bones.


Is it possible that one of these causes problems?

Re: Import animated model from blender [Re: Alan] #336032
08/01/10 10:35
08/01/10 10:35
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Nope, that can't be the issue.
I'm irritated by the words "all bones" - normally you switch to object mode, and select the armature as it is called in blender as an object and you select the model as an object.
Maybe, you have to select the model first and then, with shift hold, the armature...
You can send me the blend file, if you want that I have a closer look at it. (Don't include the skin or a highpoly mesh to keep the size small.)

Re: Import animated model from blender [Re: Pappenheimer] #336095
08/01/10 16:00
08/01/10 16:00
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Originally Posted By: Pappenheimer
Nope, that can't be the issue.
I'm irritated by the words "all bones" - normally you switch to object mode, and select the armature as it is called in blender as an object and you select the model as an object.
Maybe, you have to select the model first and then, with shift hold, the armature...


Sorry, that's what I meant.


Originally Posted By: Pappenheimer
You can send me the blend file, if you want that I have a closer look at it. (Don't include the skin or a highpoly mesh to keep the size small.)


Thanks for the offer, unfortunately the mesh is rather high-poly, ~15000 Vertices. I'm going to try to export a different animated model from blender and then come back and report what happened. If it works, then it is probably just the MakeHuman-Model which causes trouble, if I can't get a simple animated model exported, then either my Blender/MED has some sort of a bug or I'm just to stupid to get this done xD

Thanks for the help so far!


Alan


Moderated by  HeelX, rvL_eXile 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1