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3 Dimensional Chat / maya and animations

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unitech
17
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Joined: 27th Jun 2007
Location:
Posted: 27th Jan 2008 04:30 Edited at: 29th Jan 2008 14:30
Ok first please I know maya is an expensive package I don't need reusing of that.

I'm using the cvXporter by Chad Vermon.

the Xporter has the following options.

Adjacencies
Tangents
Binomals
skinning
vertex Colors
UV's
Normals
Materials

Texture settings (paths, convert to DDS)
animation settings (start end, and SRT or Matrix)

In order to get anything to show in darkBasic I must uncheck the following.

Adjacencies
Tangents
Binomals
skinning
vertex Colors

However if I view in the directX viewer with skinning unchecked I dont see animations, only the first frame. If I check skinning I then see my animations in the viewer, but now darkGdk wont show a thing.

I'm not really sure what skinning is referring to. I would have assumed it had something to do with attached skin or geometry but in this case I just had deformed the mesh for the animation.
John H
Retired Moderator
22
Years of Service
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 27th Jan 2008 18:43
Skinning in maya does refer to weighing vertices to joints. It is rather improper to use mesh deformation... you will get exponentially better results using joints and a control scheme. I'd suggest you try that... as I dont think DBP really likes simply mesh deformation...

3D Game Art & Animation Major @ Champlain.edu
2.66ghz core2 duo / nVidia 8800gts 640mb gpu / 4GB ddr2 1066mhz RAM / duel 20" widescreen lcd
Maya | Photoshop | CrazyBump
unitech
17
Years of Service
User Offline
Joined: 27th Jun 2007
Location:
Posted: 28th Jan 2008 05:08
The only reason I did a mesh deformation was to simplify it. Normally I use joints and bones to do any sort of animation. I tried the same simple test but with two bones and one joint and had the same results. I just dont see why exporting skinning information makes any bit of difference when I'm not using joits. DBP or not, the Xviewer should at least show the animations. One thing is for sure DBP hates the skinning option enabled.

Take this file for example. I did just a simple export of a ik with one joint with skinning enabled. DB for me wont read it. I do use DGDK is that makes a difference. It works in the X viewer but failles in DB. If I uncheck skinning I get frame one displayed in DB and in the viewer with no animation.

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