One solution for exporting boned animation to directx/game engines

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One solution for exporting boned animation to directx/game engines // Archive: Tech Forum

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Post by frootee // Jun 14, 2006, 6:46am

frootee
Total Posts: 2667
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Hi folks. I have seen a couple threads here about exporting boned animation to directx format and game engines. This is similar to Mr. Frank Ladner's solution to exporting vertex animation from motion studio characters, for import into truespace 7. But, I believe I found out how to get the vertex keyframes recorded without having to single step through each frame and pressing the record button. I have a short example below.


I hope this helps everyone out! :-D


Here's how to do it. As an intro, I have included a snippet from previous Post I found on the old forums regarding this topic:


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You can successfully use vertex animation with Motion Studio bones, as long as you don't try to mix skinning and vertex animation. In other words, if you attach an entire object (or group) to a Motion Studio bone, you can also vertex animate that object. However, if you want to use Motion Studio's vertex-level skinning option, that will override any vertex animation.


You can see an example in our Gallery. The facial expressions in the "Yeah!" animation were done with MultiMorph, while the rest of the body was animated with Motion Studio.


Gallery is accessible from the Motion Studio homepage here:


http://www.turbophp.com/MotionStudio/


Scott

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What I found out tonight:


directx howto


open keyframe editor

right click on autorecord

make sure auto record is on

make sure vertex, scale, rotate, and translate are selected


create 2 cylinders

add 2 bones

attach bones to cylinders

do not enable skinning


switch to animate mode in motionstudio


press record key in motionstudio


set keyframe to 20


move the desired bone


press record key in motionstudio


rewind in motionstudio


press Play in motionstudio


keyframes for the object are recorded


when done, go to keyframe editor


select each cylinder in turn and move it up, above the bones/skeleton hierarchy. This will move the vertex keyframes out of the bones system


remove the bones/skeleton system by deleting it in the keyframe editor


save the scene file


save the directx file


load directx file into your favorite game engine or microsoft directx mesh viewer


Enjoy


Jason
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