Problems with Animation

Hello there,



i recently tried the orgexml feature in JME and it was a bit disappointing because my breathing animation didn't work(stomache bone scaled). Then i searched the forum and i found out that some animations do not work with ogrexml.



I tried the md5 importer and the "blender => jme" but it didn't work either…



What is the most mature exporter for blender doing all sorts of bone animation (scaling rotation transformation), UV texturing and using IK solvers for easy bone animation?

I would be happy if you give me as many tutorials as possible :slight_smile:



thx alot

Support for stuff like that is all-around weak, unfortunately. The best I've found is MD3. The Blender to MD3 exporter works (but the importer will not import the MD3's it exports, so be sure to save a file as .blend) and then the Md3ToJme converter works and brings in skeletal animations.

what about md5? isn't it the improved version of md3?



if i convert a md3 file to my *.jme file -> is the skeletal animation and uv texture stored in the *.jme file or do i always have to load it from de md3 files?



can you give a starting tutorial where i can find tips to export from blender?



thx

i played again with the md5 file format and i found out that i just cannot scale bones that effect the vertices… Is this feature not implemented or are special modifications needed?



thx

md5 doesn't support bone scaling

See topic: http://www.jmonkeyengine.com/jmeforum/index.php?topic=11580.0



I think that you will find what you are looking for. 



Tests indicate that bone scaling works as expected.

i believe that i selected all my objects and amatures correctly … :smiley:



there is the outliner of my blender project (see attachment)



If i export everything selected (like in the outliner picture) i get this weired error:


$ blender
Compiled with Python version 2.6.2.
Checking for installed Python... got it!
Value 'any' for setting 'colorbandDiffuse' unsupported.  colorbandDiffuse length: 2
FYI:  Object 'body' accepted but will require unification to Trimeshes
FYI:  Object 'body' accepted but will require unification to Trimeshes
Restoring transform matrix of Armature 'body_skeleton'
Restoring transform matrix of Mesh 'body'
WARNING:  Internal problem:  body Matrix was not changed when restored
Restoring parent None to body
Restoring action wink to body_skeleton
  /home/usr/.blender/scripts/blenderjme/gui.py:118
  /home/usr/.blender/scripts/blenderjme/exporter.py:119
Internal problem:  Matrix was not changed when transformed by:
[1.000000, -0.000000, 0.000000, -0.000000](matrix [row 0])
[-0.000000, 1.000000, -0.000000, 0.000000](matrix [row 1])
[0.000000, -0.000000, 1.000000, -0.000000](matrix [row 2])
[-0.000000, 0.000000, -0.000001, 1.000000](matrix [row 3])



any suggestions?

Thx, i tried that exporter and without bones there is no problem: (see attachment 1)



But if i add my bones as discribed in the tutorial and the manuel of the exporter i see nothing. but

jme is rendering 3.2k triangles (see attachment 2)



Did somebody had this problem already?



My steps in blender are like this:



Add Armature.001 -> add as many bones as needed -> (Objectmode of my mesh) add Modifier (Armature) -> deselect "Envelops" and link to "OB: Armature.001" -> Bones go Pose Mode -> go weight mode -> foreach bone in Armature.001 -> press W -> Heat… -> Object Mode -> select Mesh -> SHIFT select Armature.001 -> Press CRTL P -> Click Armature -> Click NameGroups -> export -> see nothing :slight_smile:



Can somebody help me?



thx prich

In Blender, hit A (to select everything) before you export.

Not that I think it is the problem, but please update to 0.2d of the exporter, which was released today, so we can both look at the problem from the same perspective.



If the problem persists and you want me to look into it, PM me and I'll give you my email addr to send your .blend file to.  This should be easy for me to fix.

thx, i'll try that…

Maybe you can post you model so we can have a look.



BTW: Did you use ctrl-a on mesh and armature so that scale and rotation

are resetted?



PS: The whole animation-import/export stuff is really no easy task. there are much

DOs and much DONTs as well. But with blaine's jme-exporter it is getting better

and better every day.

ttrocha said:

Maybe you can post you model so we can have a look.

He send me the .blend.


BTW: Did you use ctrl-a on mesh and armature so that scale and rotation
are resetted?
...


Right on about that, Ashton, but there were other issues too, which I'll reply to in a different post(s).

There is a -180 degree X rotation to his armature.
prich said:

i believe that i selected all my objects and amatures correctly ... :D

there is the outliner of my blender project (see attachment)

If i export everything selected (like in the outliner picture) i get this weired error:

$ blender
...
WARNING:  Internal problem:  body Matrix was not changed when restored
...



any suggestions?



I have fixed that issue, plus others which you would have hit afterwards.

See my previous reply to Ashton about your armature rotation.  The newer .blend that you sent, "body.blend", also has an armature rotation.  Makes no difference that it's +180 degress instead of -180 degrees this time.

Leaving that bad rotation in place, I was still able to add a working animation to your .blend after properly zeroing the bone rolls and rest positions.  Unfortunately, most of your work was done with bad setup and would have to be repeated after setting everything straight.  I find that if I am careful to zero things when there is no reason to save changes, subsequent changes like CTRL-A zeroing rotations, are much more likely to preserve bone weights and animations.

You'll need to get my code changes to continue.  I can roll a new beta release if it's not convenient for you to update from Subversion.  Let me know.



FYI, I've just added more clear exhortations in the Animation Tutorial (at http://www.jmonkeyengine.com/wiki/doku.php?id=blenderjme_anim_tutorial) about zeroing pose transforms, and also to zero bone roll after creating a skeleton.

nope, i'll download it with svn…



i really appreciate the work on the exporter and i hope that i'll improve it while testing :slight_smile:



thx for you help! my animations look much better now and not twisted in 300 directions!



prich