Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 677 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, howardR, 11honza11, ccorrea, sakolin
19047 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 4 1 2 3 4
Re: Does A7 REALLY SUPPORT FBX animation? [Re: Taratoga1] #152443
09/13/07 17:12
09/13/07 17:12
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
I find whenever I use MED with an fbx which has a rigid bound object, the bound object is placed quite far from the joint it is bound to, so a model with geometry bound for legs, arms, etc, are all exploded out. It's very trippy. Also I have found that fbx constraints don't make it in there, but I guess MED only supports models that are plotted to skeleton, instead of exported with a motionbuilder (native fbx app) control rig.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Taratoga1] #152444
09/14/07 10:12
09/14/07 10:12
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,978
Frankfurt
Ok, I now know the reason for the vertex weights problem. The FBX import filters included in the A7 release were not the latest version. Sorry for that. You can download the newest FBX importers here:

http://server.conitec.net/down/fbxfiles2006.zip
http://server.conitec.net/down/fbxfiles2005.zip

Please unzip them into your med_plugins folder. They will be included in the next version, 7.06.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jcl] #152445
09/14/07 17:33
09/14/07 17:33
Joined: Jun 2005
Posts: 59
M
maxxoros Offline
Junior Member
maxxoros  Offline
Junior Member
M

Joined: Jun 2005
Posts: 59
Ya, that s great



Now It works. A7 really support FBX

Re: Does A7 REALLY SUPPORT FBX animation? [Re: maxxoros] #152446
09/14/07 18:53
09/14/07 18:53
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I'm also relieved. I'm about to have my animator start rigging and applying my mocap files. I plan on using FBX with multiple bones per vertex and weighting so he can make it look the best he can. Thanks for catching this.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Does A7 REALLY SUPPORT FBX animation? [Re: Taratoga1] #152447
10/10/07 19:04
10/10/07 19:04
Joined: Oct 2007
Posts: 2
J
jermgerm Offline
Guest
jermgerm  Offline
Guest
J

Joined: Oct 2007
Posts: 2
The weighting does work now, thank you for that. But still the problem of model rotation remains as can be seen in MED screen captures posted by taratoga1. What I mean is that when the model is imported it's sideways on the ground, but when you hit the animate button it turns 90 degrees to standing position (and so do the bones - tested with my own and taratoga1's fbx-files).

This is not a big problem with "regular" animations, but when you want to combine multiple animations with anm_add it is, since the bones rotations are calculated in reference to the state of the model before hitting animate in MED.

A simple example: if the animated tube in taratoga's picture would be combined with anm_add with another animation of the tube facing up, the tube would end up sideways. That's because in each animation starting with the tube upwards it would initially have 90 degree rotation and two of such would of course add up to 180 degrees.

So, a solution would be nice since at the moment it's impossible to combine 3ds max imported animations succesfully. A more or less temporary solution would be the possibility to define certain animation frame as the reference frame for the bones rotations.

Ps. I have tried to rotate my models and their bones before and after fbx import and export, but nothing works for the problem.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jermgerm] #152448
10/11/07 17:06
10/11/07 17:06
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Ok, im having the same problem as you guys.
The model imports facing downwards and when i hit the animate button he becomes in its right place.
I tried using the FBX importers jcl posted a couple posts back. and its still the same.
OK. now the fun part.
I tried importing the same fbx in gs 7.0 (med 6.86) and it worked fine but in a diferent way. I.e. THe model is imported and the first frame of the animation is the default position of the model.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Pedro_Amorim] #152449
10/11/07 20:56
10/11/07 20:56
Joined: Aug 2005
Posts: 94
Oberhausen
Taratoga1 Offline
Junior Member
Taratoga1  Offline
Junior Member

Joined: Aug 2005
Posts: 94
Oberhausen
Hello jermgerm and Pedro Amorin,

in the meantime I found out a solution for this issue. I think it is not comfortable but it helps:

Use the feature "Transform model global" to correct the placement of the default modell. You find it in MED under Edit.

I use it. Maybe it helps. Newertheless its my opinion, that this issue has to be reworked by someone, because it is a time consuming job and useless work.

Kind regards

taratoga


Working on a Machinima Production System based on GS6.
www.taratoga.de
Re: Does A7 REALLY SUPPORT FBX animation? [Re: Taratoga1] #152450
10/11/07 21:33
10/11/07 21:33
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Quote:

Hello,

here I have documented the problem more exactly:

This is the situation in Max 9:



This is the export dialog:



This is the exported file:
zylinder.fbx

This is the import dialog:


This comes after hitting OK:


and this is the situation before hitting animation button. The object is in the wrong init position:


After hitting the animation button it is so:


I hope this is a better explain of what I have told before.

I have the same information abou the modell in MED:



Kind regards

taratoga







Oh. i think i see the diference..
Your exporter says. 2006.11
mine says on the title. 2006.08

Could that make a diference?

If so, where do i download it for max 9?

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Pedro_Amorim] #152451
10/11/07 21:59
10/11/07 21:59
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Ok. so i downloaded the new exporter for max. but still the problem is the same.

Model facing down. and when i press animate. the model is ok, Although the pivot instead of being where it was in max it comes down to the feet! and that doesnt work for me because of the camera being used in the game.

Any ideas jcl?

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Pedro_Amorim] #152452
10/11/07 22:20
10/11/07 22:20
Joined: Aug 2005
Posts: 94
Oberhausen
Taratoga1 Offline
Junior Member
Taratoga1  Offline
Junior Member

Joined: Aug 2005
Posts: 94
Oberhausen
Hi,

did you try to use my hint from above to fix the position?

Kind regards

taratoga


Working on a Machinima Production System based on GS6.
www.taratoga.de
Page 3 of 4 1 2 3 4

Moderated by  old_bill, Tobias 

Gamestudio download | chip programmers | 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