Animation importing problem, biped pelvis node doesn't move
by Changhan Lee · in Torque 3D Professional · 02/19/2010 (2:39 am) · 6 replies
Hi~
I'm using Torque3D version 1.0.1 and 3dsmax collada exporter. To import animations, I did following process.
1) loads character model file in 3dsmax, and exports(for default character model in Torque3D)
2) for that model, loads animation file(.bip), and exports again(for adding sequence)
3) repeats above process
When I load default character model and add sequence in Shape Editor, there's a problem. The animation shows incorrectly. It looks like... 'biped pelvis node' doesn't move, and also, the node's translation and rotatoin is incorrect. The node gets stuck in default model's 'pelvis node'. I searched forum and found a way to solve this, eliminating 'Bip01' node.
After doing that, it seemed that the problem is solved. But some animations still have the problem. That animations even shows incorrectly when I load it separately in Shape Editor.(Usually, when I load animation separately, it looks the same as 3dsmax. Problem only appears when I load it as a sequence of another model). I guessed the problem relates to initial frame of animation. So I opened the animation file(.dae) in editor, changed translation value of '0' frame of 'Bip01' node('Bip01' node is eliminated when it's imported to engine. In case of the animation file, 'Bip01 pelvis' has no animation) Then, I loaded the file separately in Shape Editor, the pelvis node moves(correct animation starts at 1 frame. because 0 frame has changed for test). But it's different slightly from 3dsmax, and still has a problem when it's loaded as a sequence.
How can I solve this problem? I'm new at Torque3D and don't have much time to solve the problem. Please, I'm waiting for your help.
I'm using Torque3D version 1.0.1 and 3dsmax collada exporter. To import animations, I did following process.
1) loads character model file in 3dsmax, and exports(for default character model in Torque3D)
2) for that model, loads animation file(.bip), and exports again(for adding sequence)
3) repeats above process
When I load default character model and add sequence in Shape Editor, there's a problem. The animation shows incorrectly. It looks like... 'biped pelvis node' doesn't move, and also, the node's translation and rotatoin is incorrect. The node gets stuck in default model's 'pelvis node'. I searched forum and found a way to solve this, eliminating 'Bip01' node.
After doing that, it seemed that the problem is solved. But some animations still have the problem. That animations even shows incorrectly when I load it separately in Shape Editor.(Usually, when I load animation separately, it looks the same as 3dsmax. Problem only appears when I load it as a sequence of another model). I guessed the problem relates to initial frame of animation. So I opened the animation file(.dae) in editor, changed translation value of '0' frame of 'Bip01' node('Bip01' node is eliminated when it's imported to engine. In case of the animation file, 'Bip01 pelvis' has no animation) Then, I loaded the file separately in Shape Editor, the pelvis node moves(correct animation starts at 1 frame. because 0 frame has changed for test). But it's different slightly from 3dsmax, and still has a problem when it's loaded as a sequence.
How can I solve this problem? I'm new at Torque3D and don't have much time to solve the problem. Please, I'm waiting for your help.
About the author
#2
02/19/2010 (7:59 am)
I've tested for the both of Autodek and OpenCollada exporter. Exported DAE file is imported correctly in 3dsmax.. I guess animation keys are not saved in engine if the pelvis node varies a little from initial frame. I'm not sure... I thought of that because, when I edited the file(Actually I edited 'z' translation value of '0 frame' for test), the node begins to move if I change the value a lot compared to previous position. If I change a little, the node doesn't move.(The animation is for 'root'. All frames vary a little for entire animation time) So I guess animation keys are processed relative to 0 frame. Is there anyone who knows how animation keys are processed?
#3
ts
ts/collada
ts/loader
02/21/2010 (11:24 pm)
The current 1.1 beta resolves several problems in the collada loader found since 1.01 was released, including the problem I think you are experiencing (first frame of animations set to root-pose). Your best bet is to merge the changes from the following 1.1 beta source folders into your 1.01 source tree:ts
ts/collada
ts/loader
#4
02/23/2010 (1:01 am)
If you're having trouble merging the changes, flick me an email and I will send you them pre-merged. :-)
#5
Anyway, I ported to 1.1 beta and the problem disappeared.
Thank you for your help!!~
02/23/2010 (9:48 am)
I knew why this happens. Torque3D seems to determine whether the node has a animation or not by comparing to default frame(from a code fragment 'TSShapeLoader::setNodeMembership') My character animaton had some biped nodes which have no animation, it caused problem when the animation file is loaded as a sequence of default character model. I think it's better to compare with default character's transform not its own transform when it's loaded as a sequence.Anyway, I ported to 1.1 beta and the problem disappeared.
Thank you for your help!!~
#6
03/28/2010 (5:40 pm)
I'm having the same issue. Unfortunately, since we're in the middle of development, upgrading to 1.1 Beta is not possible. I'm exporting from Maya 2010. I'm also using my own model and skeleton, NOT Bip01, if that makes a difference. Thanks!
Torque Owner Giorgio Zanetti ( JoZ )
Corona Team