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Hello everyone!

I have made 2 test animations for the girl Hermoor made (Idle and walk). However 2 different problems arise out of them.

The walk animation:
Looks fine once played. It does however consider the Y plane as the floor - making the character walk mid air (on the Y-axis with its head pointing along X-axis.)

The idle animation:
Should be a breathing motion. This one involves the wrong bones once played, creating a motion where she slaps her right foot repeatedly.

I'll look into it some more and see if I can come up with any solution. I'm however glad if someone knows what it might be.

Model:
- Triangulated
- Y axis is set to up
- Only joints involved
- Exports correctly without animations
- Exported from Maya

I've found that:
Once I rename the Idle.dae to something else like "breath.dae" it works. This doesn't apply to the Walk.dae, once I rename it to something else like "Move.dae" - the animation is ruined.
Upload it and I'll take a look. o.o

Kinda curious about this. I still need to perfect animation exporting.
(08-01-2011, 10:46 PM)MrBigzy Wrote: [ -> ]Upload it and I'll take a look. o.o

Kinda curious about this. I still need to perfect animation exporting.

Here she is:
http://dl.dropbox.com/u/20790433/girl.zip

Hopefully I've made something wrong. Thank you for the assistance

The idle one seems fine to me, even after chainging it back to idle.dae.

As for the walk, well it seems that the rotation in maya is set as 0, 0, 90, which is why shes doing that; you have to freeze transformations and 0 out the rotation. Unfortunately, you can't do that after you animate or bind, so I'm in the process of trying to copy and paste keys/unbind and bind everything. I haven't gotten it perfect yet, hopefully it'll work out. :V

God damnit hermoor, y u make me do dis. D:
(08-02-2011, 02:43 AM)MrBigzy Wrote: [ -> ]The idle one seems fine to me, even after chainging it back to idle.dae.

As for the walk, well it seems that the rotation in maya is set as 0, 0, 90, which is why shes doing that; you have to freeze transformations and 0 out the rotation. Unfortunately, you can't do that after you animate or bind, so I'm in the process of trying to copy and paste keys/unbind and bind everything. I haven't gotten it perfect yet, hopefully it'll work out. :V

God damnit hermoor, y u make me do dis. D:

Thank you very much Smile
Another model in progress? Very interesting! Great work! Smile
Durrrrr, I was going through the long and complicated process of copying joint keys by joint keys, when I realized all I had to do was change the joint orient by 90 degrees instead of the joint rotation. :C

http://www.megaupload.com/?d=OL793WQH
So, you fixed it? Smile
Yup, that's it in the download. Everything should be fine.
It's rigged at least. If you want the animations they will be uploaded when my newest project is released. Thank you very much MrBigzy!
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