kevzettler Posted June 22, 2015 Share Posted June 22, 2015 I have an animated character scene that has an animated, rigged, skinned mesh for the character and some other rigged meshes for equipment. Babylon doesn't like how the equipment is animated when I export from 3dsmax to Babylon it doesn't animate the equipment meshes. I'm not sure whats special about the equipment meshes I think they are transforms?Here is a video of the animation rendered from 3dsmax:Here is a video of the animation exported to Babylon: I'm not sure whats going on here I got the model from a 3rd party and animation is not my skill set. Heres a closer look at one of the helmet meshes that should be animated.The modifiers are Xform, Material, Symmetry, Editable Poly. Hopefully someone can explain why this is broken and if I can fix it. Or what the proper way is to handle these animations. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 22, 2015 Share Posted June 22, 2015 Could you try to reduce it to a simpler repro? Quote Link to comment Share on other sites More sharing options...
kevzettler Posted June 23, 2015 Author Share Posted June 23, 2015 As I mentioned in my post, I got this model from a 3rd party and I don't have the animation skills to make something from scratch. I guess I could remove stuff from this scene until its at the bare minimum to reproduce. Would that help? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 23, 2015 Share Posted June 23, 2015 You can also send your current model with the .max and .babylon and scene demo.html which reproduce the bug.then send it by PM if you do not want to share your model (if you have buy) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 23, 2015 Share Posted June 23, 2015 other guess: The armor is a different mesh and you have to launch skeleton animation on it too Quote Link to comment Share on other sites More sharing options...
kevzettler Posted June 24, 2015 Author Share Posted June 24, 2015 @deltakosh I thought about that too. The video I have of the rigged babylon export is coming from when I use the Babylon 3dsmax exporter and hit `export & run`. It auto magically opened a localhost browser window and triggered the character animation. So I'm not sure what kind of setup it did for the animation. When I imported the `.babylon` file into my project I had to manually trigger the animation like:var warrior = scene.meshes[0]; warrior.skeleton = scene.skeletons[0]; scene.beginAnimation(warrior.skeleton,0,325,true,1.0);So its possible some of the other scene.meshes might have to be animated similarly?@dad72 You want me to PM you the files? I can share my code project that has this effect with you guys as well Quote Link to comment Share on other sites More sharing options...
Temechon Posted June 24, 2015 Share Posted June 24, 2015 You can PM me a zip file with your babylon files and your textures, I will try to check if another animation should be run. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 24, 2015 Share Posted June 24, 2015 @kevzettler No, I thought you could send it to Deltakosh by MP if you did not want to share your mesh to the public. Quote Link to comment Share on other sites More sharing options...
Supermitch Posted June 24, 2015 Share Posted June 24, 2015 I can actually see the issue in a test file. I see that with Deltakosh. Stay tuned ! Quote Link to comment Share on other sites More sharing options...
Temechon Posted June 24, 2015 Share Posted June 24, 2015 Ok Kev, just for your information: you have Supermitch on your issue, you can consider it solved Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 24, 2015 Share Posted June 24, 2015 The issue seems to be related to objects inheriting from bones which is not supported so far. Can you try to add mesh to your bones? So in this way the mesh will be exported and inherited objects will receive the right position/animations Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 24, 2015 Share Posted June 24, 2015 SuperMitch told me that you may just have to export your bones with renderable = true Quote Link to comment Share on other sites More sharing options...
kevzettler Posted June 25, 2015 Author Share Posted June 25, 2015 @deltakosh can you clarify?What do you mean Can you try to add mesh to your bones? Where do I do that in 3dsmax? in the .babylon file? Again I don't really know what I'm doing in 3dsmax so the more direction the better. you may just have to export your bones with renderable = true Same questions. Do I set that in the 3dsmax file?Thanks everyone for the quick replies. Quote Link to comment Share on other sites More sharing options...
Supermitch Posted June 25, 2015 Share Posted June 25, 2015 No, there is another issue related to that one. We're on it ! kevzettler 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 25, 2015 Share Posted June 25, 2015 So far having a mesh inheriting from a bone is not supported and this seems to be your problem kevzettler 1 Quote Link to comment Share on other sites More sharing options...
kevzettler Posted June 27, 2015 Author Share Posted June 27, 2015 So is it on the roadmap or should I move on? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 29, 2015 Share Posted June 29, 2015 You may have two options here:- Manually attach your mesh to the bone you want (see:http://www.html5gamedevs.com/topic/13491-attach-mesh-to-bone/page-3)- Help me by adding this feature to the exporter Quote Link to comment Share on other sites More sharing options...
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