Blender Collada export of Armature-containing mesh
by Blake · in Artist Corner · 09/08/2010 (6:24 am) · 8 replies
*Moved from 'Collada Test' forum*:
Can anyone tell me the top methods for getting animated models, containing an armature, exported from Blender to Torque?
I am assuming the pipeline involves Collada, since the Blender DTS exporter seems to be dead as far as future versions of Blender/Python are concerned.
What I've done already:
I've imported a static shape, which worked fine. I used this tutorial as a reference. However, When I try to import a mesh with an armature (bones) baked to the mesh, the model didn’t display properly in Torque. I suspect the bake script is not detecting bone heat, but take that for what it is - a guess. I should note that the mesh was LESS deformed when I used blender 2.53, but I didn't check the bake script to see if it was identical or not.
Note:
I am not married to the notion of using bone heat, if that is what is causing the Collada export to display the mesh improperly in Torque.
any input would be appreciated. Thanks.
Can anyone tell me the top methods for getting animated models, containing an armature, exported from Blender to Torque?
I am assuming the pipeline involves Collada, since the Blender DTS exporter seems to be dead as far as future versions of Blender/Python are concerned.
What I've done already:
I've imported a static shape, which worked fine. I used this tutorial as a reference. However, When I try to import a mesh with an armature (bones) baked to the mesh, the model didn’t display properly in Torque. I suspect the bake script is not detecting bone heat, but take that for what it is - a guess. I should note that the mesh was LESS deformed when I used blender 2.53, but I didn't check the bake script to see if it was identical or not.
Note:
I am not married to the notion of using bone heat, if that is what is causing the Collada export to display the mesh improperly in Torque.
any input would be appreciated. Thanks.
About the author
-IT consultant/tech by day, 'Lone Wolf' game developer by night. -aspired for years to create the type of game currently prototyping. -prototyping indie game engines for years, to various extents, with mixed results. -constantly growing.
#2
I installed the most recent exporter from the jsgreenwalt site and used normal export interface. I also used blender 2.49, and my system python ver is the latest 2.6.x from the python website.
Since the non-deformed export, I'm more optimistic about the possibility of using the DTS exporter and personally upgrading/maintaining the code to comply w/ whatever version of Blender/python I use. I figure I'll need to troubleshoot existing code for various reasons during my project no matter what, and this is just one of those instances.
Thanks!
Summary: Blender2.49/Python2.6.x + DTSexporter + inclusion of root pose = working.
09/08/2010 (2:59 pm)
Justin, THANKS for the heads up re- Root anim! I totally forgot about that. That fixed the issue I was having w/ the DTS exporter, and I was able to export a dts model + 3 animations - root, walk, wave. I installed the most recent exporter from the jsgreenwalt site and used normal export interface. I also used blender 2.49, and my system python ver is the latest 2.6.x from the python website.
Since the non-deformed export, I'm more optimistic about the possibility of using the DTS exporter and personally upgrading/maintaining the code to comply w/ whatever version of Blender/python I use. I figure I'll need to troubleshoot existing code for various reasons during my project no matter what, and this is just one of those instances.
Thanks!
Summary: Blender2.49/Python2.6.x + DTSexporter + inclusion of root pose = working.
#3
It's highly unlikely they'll be another DTS exporter, so collada will be the future.
09/08/2010 (3:51 pm)
Personally, I make a keyframe in the last frame of a blend animation with all (rootpose) nodes/bones and then export the dsq without the last frame - that way the dsq knows not to throw the other nodes around but doesn't interfere with them.It's highly unlikely they'll be another DTS exporter, so collada will be the future.
#4
I will have to give the Collada character export another test tonight, now that I slapped my head and realized I forgot a root animation.
Have you had sucess with exporting collada models with armatures? did they require baking? I know the armature baking script in Blender was quirky for me in ver 2.49b.
09/08/2010 (5:07 pm)
I would guess that since GG seems to be officially promoting the Collada pipeline, a future Blender exporter won't be produced. Although, if the current exporter 'works' well enough for my needs, I will use it. Futureproofing/upgrading/troubleshooting would be on my shoulders however. I will have to give the Collada character export another test tonight, now that I slapped my head and realized I forgot a root animation.
Have you had sucess with exporting collada models with armatures? did they require baking? I know the armature baking script in Blender was quirky for me in ver 2.49b.
#5
I've not tried exporting collada with armatures, so alas can't be helpful there.
09/08/2010 (6:39 pm)
Blender exporter was always community created. And apparently Blender2.5 is such a departure from previous codebase that upgrading isn't an option, it'd require a full rewrite from scratch.I've not tried exporting collada with armatures, so alas can't be helpful there.
#6
Quick question: for blending animations, for instance -a character waving 'hi' during a walk animation, wouldn't you need to use bone animations? This would therefore require exporting a model with an Armature, right?
Forgive me if that sounds like a silly question, as I based that assumption off of my knowlege of the BGE featureset/functionality. The option to curtail exporting armatures altogether is an option I would consider if other routes become too cumbersome.
09/08/2010 (8:44 pm)
yep, Blender 2.53 has a custom version of python 3.x.x, along with a whole new interface. Most scripts would need to be completely re-written to work with that version. Quick question: for blending animations, for instance -a character waving 'hi' during a walk animation, wouldn't you need to use bone animations? This would therefore require exporting a model with an Armature, right?
Forgive me if that sounds like a silly question, as I based that assumption off of my knowlege of the BGE featureset/functionality. The option to curtail exporting armatures altogether is an option I would consider if other routes become too cumbersome.
#7
I'm using an even older version of Blender than 2.48 (they changed the animation system in 2.48/9 - so I've been sticking with 2.44 which uses the old animation system -> stick to what I know I'm doing - might learn teh new on at some distant future time)
09/08/2010 (8:57 pm)
You need bones/armatures for any animation, so yeah, armature always required. I've never used Blender's internal game engine.I'm using an even older version of Blender than 2.48 (they changed the animation system in 2.48/9 - so I've been sticking with 2.44 which uses the old animation system -> stick to what I know I'm doing - might learn teh new on at some distant future time)
#8
FYI, I did tinker around w/ the BGE, but it seems geared more towards artists looking to create simple, single player games, w/ basically non-existant network support structure (I only found 1 independant project for multiplayer). Its more visual-oriented. You can make basic gameplay by linking together 'logic bricks'. When you go more complex, thats when you hit the cookie stash.
09/08/2010 (9:27 pm)
Forgive me, I listed the wrong game engine! I meant to say the Torque Game Engine. FYI, I did tinker around w/ the BGE, but it seems geared more towards artists looking to create simple, single player games, w/ basically non-existant network support structure (I only found 1 independant project for multiplayer). Its more visual-oriented. You can make basic gameplay by linking together 'logic bricks'. When you go more complex, thats when you hit the cookie stash.
Justin P Greer
- I have Blender 2.48 because of the latest DTS exporter.
- I DO use the DTS exporter. Currently there is no support for Blender Beta but I can see one soon being released.
- I Add the Armature using the Bone Heat and Weight paint just like you would for animating for a blender project.
- Create the Animations, making sure to add a key frame at the beginning selecting all the bones ( I do a key frame of all the bones in the root pose. ) I found that this is why my character would be deformed and or the lower half of the body would be fine but the top half would be a the T pose.
- When Exporting I do not use quick export. Just export and under the sequences tab I click "Create from Actions" and then all my animations show up. Form there I click which ones I want to export and which ones I want DSQ's for and Cycle ect.
I found this works for me. I hope it helps for you. I am working on a video tutorial of this maybe in the next few days