As I was downloading OgreMax, I noticed that they have now set a limit to the number of Mesh Animations which can be exported (set to 5), and at 16, I can’t afford to buy it. Can someone give any advice what would happen if, say, I want a hand to have 6 animations?
The only workaround I can think of is to model two hands - one with 5 animations, the other with 1. Then, I hide the hand I am not using for animations. Any other help?
Note that mesh animation isn’t supported by jME3 at the moment, only bone animation
But that is what 3DS users use to export animations. I can either choose Node animations (nothing works if I do) or use Mesh animations (correct one). Mesh Animation uses bones
→ Mesha nimations in 3dsmax terms anything that modifes the mesh
has the two subtypes morp ( certex based) and skin (bone based)
A hacky workaround might be to just export one animations containing all others, and then set the aniamtion time manually to play only a part of it.
I bow down in front of you sir That’s genius!
You could implement something like this in your own implementation of the Animation interface. E.g. SubAnimation or similar, that would only play a certain range of an existing Animation.
Isn’t there something like that already? Set the time of the animation? I would just have to try and find a way to play it for a number of seconds. Right?
@memonick said:
Isn't there something like that already? Set the time of the animation? I would just have to try and find a way to play it for a number of seconds. Right?
You can set the time, but its not enough for this to work correctly. The method I have outlined would be seamless on the other hand.
We were looking at the answer all the time xD Problem solved. No complicated algorithms, albeit it can be a little too manual.
Let’s get this scenario. I have a hand that already has assigned 5 animations, but I want to add another three.
First, I export the first five into a file named (example) ‘Test’. Then I export the other three, under another name, say (example) ‘Test2’. Then, I open Test.skeleton.xml and add to it the three which can be found in Test2.skeleton.xml. Rules must be followed, for example the animations must still be within the tag, and can’t be part of another.
I don’t understand what you mean. The way I would do it is to get the tpf, calculate how many frames would take for x seconds of the animation, increment a variable and stop the animation when the variable reaches the designated value.
There is a relatively new 3DS Max Ogre exporter called Easy Ogre Exporter. It is very easy to export animations, you just add time tags to the animation track. I haven’t had any problems with it yet and it is free.
@memonick said:
I don't understand what you mean. The way I would do it is to get the tpf, calculate how many frames would take for x seconds of the animation, increment a variable and stop the animation when the variable reaches the designated value.
Well it could, what he means is probably to write a animation system part that interfaces with the current one -> You would not really feel wich system you are using, and dont need to calcualte times everywhere.
Thanks Empire Phoenix. Will try and look into that possibility too.
@vertex, thanks man. To tell you the truth, I had seen that before, but I was a little skeptic. Does it export into .mesh.xml and other files jME uses?
EOE exports to binary mesh/skeleton, not XML, but that is no problem. You can convert the binary to XML using the Ogre XML Converter.
http://www.ogre3d.org/tikiwiki/OgreXmlConverter
Although it says it is a command line tool you don’t actually have to use the command line. I have the icon on my desktop and I just drag and drop the mesh/skeleton files on to it and it converts it. It only takes a second to convert the files and is a lot quicker and easier than editing the XML files by by hand every time. The material and scene files are already plain text so they don’t need converting.
@vertex said:
You can convert the binary to XML using the Ogre XML Converter.
..or just by using the SDK which uses the converter automatically. Just drop the .ogre file in the assets folder and double-click.
For now I’ll stick with OgreMax, since I got it to work. Thanks a lot though!