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Incorrect display of animation when imported into T3D (Collada)

by Jinnie Ong · in Torque 3D Professional · 01/28/2010 (7:42 am) · 3 replies

I have gone through a few forums searching for a solution on this but haven't found any.

Im currently working on 3D Studio Max 2009, and I have 2 files, each with an animation, to be exported to Torque3D. These 2 files have the same mesh skinned with the same biped. One of the files, is an idling animation and another is a running animation.

I have a root.dae as the base, and then I import the other 2 animations in through adding new sequences, the animations did not display correctly. Somehow, some joints are linked to the other animation. For example, the spine joints of the Idling Animation is straightened while the spine joints of the Running Animation is slightly bent forward. However, if I add in the Idling Animation first, followed by the Running Animation, the spine joints of the Running Animation will follow the Idling Animation, which is straightened upright.

Anyway I can work this out? Im using T3D 1.1 alpha.

Much appreciated for any assistance. Thank you.

#1
01/28/2010 (10:26 am)
1) Don't use the default Max Collada exporter. Download the OpenCollada one.

2) When exporting, make sure "bake transformations" is enabled in the Collada exporter options. This bakes all animated transformations into matrices for each keyframe and avoid bugs that arise from having every single transform element channel stored individually.
#2
01/28/2010 (2:07 pm)
First follow Manoel's excellent advice.

If things still aren't working:

- before loading the animations, does the root pose look correct?

- does the animation look correct if you load just one of them?

- are the bones incorrect throughout the entire animation, or only in the first 2 frames?
#3
01/31/2010 (11:31 pm)
We tried using OpenCollada, and went to try out all the options available. Eventually it worked. Score 1 for trial and error. :) Thanks for the advice!