Game Development Community

Changes to model animation after exporting

by Rubes · in Artist Corner · 08/13/2008 (3:14 pm) · 5 replies

Quick question:

We're developing an NPC model in Maya 2008, using a modification of the Biped rig. It seems to work well and animate correctly while in Maya, but when we export the DTS shape and DSQ animation and load it up in ShowTool, we're seeing some odd deformations of the geometry, specifically in his neck.

Below are some screenshots of the model. On the left is how it looks in Maya, while on the right is how it looks in ShowTool. The first two shots show only the model alone without any animations loaded. Already, there appears to be a difference in the neck shape:

homepage.mac.com/rubes/posts/01_BackView.jpg

homepage.mac.com/rubes/posts/02_SideView.jpg

When we rotate the head to the left, it appears to work without much difference:

homepage.mac.com/rubes/posts/03_SideView.jpg

But when we rotate back to the right, the neck gets all twisted up in ShowTool, even though it seems to work fine in Maya:

homepage.mac.com/rubes/posts/04_SideView.jpg

homepage.mac.com/rubes/posts/05_FrontView.jpg

Nothing obvious seems to jump out at us, so I'm wondering if anyone here has any thoughts.

Thanks...

#1
08/13/2008 (3:31 pm)
Odd ... and the head don't seem to be twisted from the start in Showtool... any scaling done on the neck bones? .... might not translate correctly in Showtool
#2
08/13/2008 (3:32 pm)
No scaling as far as I know...
#3
08/14/2008 (4:24 am)
Make sure you don't export any scale animations.
#4
08/14/2008 (5:38 am)
Have you checked all vertex weight values? Are those 'misbehaving' verts fully normalized at 1.0? Is this the only location of the odd deformation? Are those verts being controlled by two separate effectors?

...back in your modeling platform: was the geometry triangulated? If not, did you check how the triangulation worked out? Some bad edges could create some nasty folds....if the geometry didn't triangulate as you expected....just a guess.
#5
08/18/2008 (1:43 pm)
I'll check with our modeler on those points, although with respect to the triangulation, I'm pretty sure the exporter won't work unless the entire model is fully triangulated. I can go back and try again to be sure, but I've had exporting errors in the past if any mesh is not triangulated.