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#1 18-Nov-2014 16:59:02

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

import character problem

hi,
i'm newbie for this stuff and i hope some help. i'm going to create a simple AR, when the marker is detected, then show an object (human with percussion) and automatically play the animation. i create object from Max '13 with AutoKey, and i export into .scene file, save in OpenSpace3D folder. the problem is when i import to scene (object .scene), it's shown like the picture below. material shown, transparant, but look solid.

https://drive.google.com/folderview?id= … sp=sharing

1. how to fix it?
2. i see the .cg and .program file in the program folder (from export file .scene), is it my animation?
3. i just create foe 30 frames animation, i think can be loop in the os3d. how to make the animation in os3d ?
thanks master smile

Last edited by GloriusTr (18-Nov-2014 16:59:30)

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#2 18-Nov-2014 17:36:32

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

Hello and welcome !

first which exporter do you use in Max ? EOE or OgreMax ?

if you use EOE :
- if the material texture have an alpha channel (png / tga...) uncheck the alpha box in the material texture properties in max.
- check if the material opacity is 100

cg and program files are shaders.
the animation is in the skeleton file in ogre format.

for animations and material settings check the FAQ on http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter

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#3 19-Nov-2014 05:01:19

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

i use the EOE to save it. okay i'll try for that
for the animation, can i use the .xaf file from Max? or must .bip from the Motion Mixer menu? because i create the human object not from biped, but from bones manually.
smile

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#4 19-Nov-2014 09:13:20

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

The animation of the bones should export if it's applied on the skeleton.
if you want to split the animation in seral ones, you can use the time tag label on the animation track.

if you still have difficulties try to export in fbx and import the fbx file into OS3D. But sure the ogre format should be better to manage animations names and materials correctly.

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#5 25-Nov-2014 04:44:31

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

hi arkeon !
i've try and i'm stuck big_smile
so i create new char with biped and material successfully imported. and in the export folder there's two .skeleton file, is it the animation?
i want create just a simple way: when the marker is detected, show the human character and play loop animation automatically.
i've been unchecked 'Enable' and check 'Loop' from the Scene Tree. thats some plugit which i don't know is they're right or not
here my screenshot :

https://drive.google.com/file/d/0B1TGUh … sp=sharing
https://drive.google.com/file/d/0B1TGUh … sp=sharing

hope some help here to work with Plugit wink
thanks before

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#6 25-Nov-2014 10:12:12

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

very strange in your folder you don't have the files you should get from EOE here.

1 - clean up the export directory (remove all files)
2 - in max do export menu choose Ogre scene format
3 - export again
4 - in OS3D import the scene file

you must have only one skeleton file per mesh and it should have the same name as the mesh

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#7 25-Nov-2014 13:57:37

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

okay, i'll try to fix
should i modify the Object Setting in the OgreMax menu for each object (mesh) ? there is some submenu like 'Node Animation' and 'Mesh Animation'
i see on the Ogre's web, thats say about 'time tag' and 'label' for the animation. where should i create them?
thanks

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#8 25-Nov-2014 14:05:56

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

Try with Easy Ogre Exporter not Ogre Max.
http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter

Ogre Max is not free and it can pose some problems sometimes on max files (you can't open the max file if you don't have the plugins installed for example)

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#9 26-Nov-2014 05:24:41

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

i've downloaded EOEmax and eoe.dle from arkeon.dyndns
and how it works? http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter said, theres a node animation and animation. how i set 'em?

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#10 26-Nov-2014 10:28:25

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

use the setup

for animations use the time tag or biped mixer.
this is explained on the FAQ in the EOE page

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#11 4-Dec-2014 12:52:17

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

hi arkeon, sorry to bother you again smile
i found the error is about crash between ogremax and EOE. now the animation is works. so i ask for the next, how to set the plugit? i create a simple flow, whwn the marker is found, object show and play animation automatically. but when marker is lost, the object isn't hide, the object stay where it moved last time. here a screenshot : https://drive.google.com/file/d/0B1TGUh … M1UTg/view
thanks before.

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#12 4-Dec-2014 18:20:09

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

hi

what is the object you set in the hide plugIT ?
ho you use several groups.

try this :
add the hide plugit in the corresponding group of the mesh

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#13 4-Dec-2014 18:23:48

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

i set dummy2#35
how it works ?

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#14 4-Dec-2014 18:25:52

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

just try ctrl + X / ctrl +V on the hide plgit, from the scene group to the object group in the groups tab

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#15 4-Dec-2014 18:28:10

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

okay..i'll try it

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#16 12-Dec-2014 08:24:50

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

i've try it and i've the result, animation is working. but the direction is wrong (my object animation is hand playing a drums)
here : https://drive.google.com/file/d/0B1TGUh … sp=sharing
and https://drive.google.com/file/d/0B1TGUh … sp=sharing
please help to fix it. thanks

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#17 12-Dec-2014 09:20:44

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

hmm did you applied a reset xform on the hand before creating the animation ?

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#18 13-Dec-2014 08:47:46

GloriusTr
Member
From: Sragen, Indonesia
Registered: 10-Nov-2014
Posts: 10

Re: import character problem

no i'm not do that

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#19 13-Dec-2014 12:51:21

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: import character problem

from http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter

12 I forgot to apply the "Reset X-Form" tool before making the skinning of my object. How can I correct that ?

You can correct this mistake as follow:
In the skin modifier, save the envelope setting in a file.
Remove the skin modifier
Apply the "Reset X-Form" tool on your object
Collapse the modifier stack or apply the "Collapse" tool
If it is needed, realign the pivot and redo the "Reset X-Form" and collapse tools
Align the skeleton model correctly to the mesh
Add the "Skin" modifier
Add the same bones as your previous "Skin" modifier setting
Load the .env file saved before and match the bones by name
Now your skinned mesh should work better in max and export the animations correctly.

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