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3 Dimensional Chat / Cinema 4D -> DBP animation problem

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Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 28th Oct 2006 17:14
Hey hey hey, dudes, I've come across a problem when exporting to .x and loading into DBP, where there seems to be no animation or bone data, instead it loads up as the base mesh. I'm using the 'Xport' plugin which is supposed to cure the whole C4D Direct X thing.

Well here's some screenies, I've used a typical Inverse Kinematics set up and animated it;



In DBP, he still is in his base form.

The settings I used on the exporter;



Any assistance will be greatly appreciated.

indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Oct 2006 17:45
perhaps the animation thresholds variables are not correct, im only guessing there.

have you tried a simple animated cube first, what does that reveal?

are the keyframes 1 to 30? or 0 to 29 etc..

Seppuku Arts
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Posted: 28th Oct 2006 17:49
I'll give that a go next time I get a chance, thanks

BiggAdd
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Posted: 30th Oct 2006 23:54
I have the very same problem.

You'll find his base form is (1 x number of ticks per frame)

so in this case 40. I've been trying to figure out the problem myself because at 40 its not its true base form. What you could do is make 2 frames in with the same animation IE same frames at 1 and 0 in C4D and then

loop animation 1,40,(total number of frames)*40

if you catch my drift

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 31st Oct 2006 00:24
I see, surely I would just reduce the amount of ticks instead, I think I'll try different things, including what you've said, thanks.

BiggAdd
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Posted: 31st Oct 2006 01:30
The amount of ticks only controls the timing. But i supose it might work.

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