Gen.Kenobi Posted January 23, 2012 Author Report Share Posted January 23, 2012 Hey Jason... It didn't help, as .obj doesn't seen works with bones (or skeletons) - I got several cubes, and no bones to work with.I'm attaching the .dae file. Could see if it works ingame? I don't have enought hardware here with me to try this :/ (i only get home on friday, but i really would like to see if the rigs is finally working, so i can start working in new animations )fisherman.dae.zip Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 23, 2012 Report Share Posted January 23, 2012 I thought maybe the cubes would show you where the bone's joints should be located, and their size. I'll check out the .dae when I get home from work.Can a blender user answer the .FBX question? That could be a great format to transfer animation between Max and Blender. Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 23, 2012 Report Share Posted January 23, 2012 Can a blender user answer the .FBX question? Not really no. AFAIK best way to get 3DS Max animations into the latest Blender is using BVH format - although the mesh can be transfered using dae/obj Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 23, 2012 Report Share Posted January 23, 2012 Ok, perhaps I can get the animation out as a .bvh file. This is generally a motion capture file type that is generated by some sort of motion capture device. Max takes that data and turns it into a .bip file, and that is what Character Studio uses as it's animation format. FYI there is a lot of .bvh files in our repository for you blender users to play with: http://trac.wildfiregames.com/browser/art/trunk/art/animation/resources/bvhI'll see if I can get an export of a .bvh from max to blender with some sort of script (or tools, I think there must be something out there on the web for this). Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 23, 2012 Author Report Share Posted January 23, 2012 Hmm...The issue wasn't with us trying to get the skeletons.xml script to get a blender version for the game-ready armature?I guess I'm just lost here. My point was to get animations from Blender into the Game.Or we're going to use the same max codes (for ingame armatures) for blender via exporting/importing animations?Wouldn't be better to create a more straightfoward approach for blender users? It could really make modding more simple for the future users and modders.I don't know Sorry I just got lost and confused here. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 23, 2012 Report Share Posted January 23, 2012 No worries. My point is not just to get animations from blender into the game, but to make them compatible with the existing human biped model and animations so that everything is shared and can be used by any person with a variety of software (Max, Maya, Blender, XSI, etc...).Getting any old animation into the game from blender shouldn't be hard Pureon has done that many times - it is getting it to be cross compatible which is trickier. It would be foolish to start creating a whole new batch of unique humanoid animations that are using a blender specific model. Unless this team thinks it has the resources to replace all the existing animations an models to make it common. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 24, 2012 Report Share Posted January 24, 2012 I took a look at the .dae file and I think this is your heirarchy. I haven't broken it down, but I think you can parse it out to structure it to fit the format of the skeleton.xml file: <node id="root" name="root" sid="root" type="JOINT"> <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix> <node id="ORG-hips" name="ORG-hips" sid="ORG-hips" type="JOINT"> <matrix sid="transform">0.7589318 -0.6500691 -0.037843 0.1240679 0.1070266 0.1818526 -0.9774838 -0.02004281 0.6423141 0.7377934 0.2075885 0.7182815 0 0 0 1</matrix> <node id="ORG-spine" name="ORG-spine" sid="ORG-spine" type="JOINT"> <matrix sid="transform">0.9916308 0.1264929 -0.02585047 6.56139e-9 -0.1277934 0.9901559 -0.05710223 0.2047964 0.018373 0.05992787 0.9980336 -1.91813e-8 0 0 0 1</matrix> <node id="ORG-ribs" name="ORG-ribs" sid="ORG-ribs" type="JOINT"> <matrix sid="transform">0.9975311 0.06741937 -0.01965901 -9.11243e-9 -0.06462044 0.9907976 0.11893 0.2268826 0.02749629 -0.1173661 0.9927081 -2.28689e-9 0 0 0 1</matrix> <node id="ORG-neck" name="ORG-neck" sid="ORG-neck" type="JOINT"> <matrix sid="transform">0.9999999 -1.41539e-7 -3.45566e-8 -9.02138e-8 6.71868e-8 0.9386727 -0.3448088 0.4281983 3.06313e-8 0.3448089 0.938673 0.006611796 0 0 0 1</matrix> <node id="ORG-head" name="ORG-head" sid="ORG-head" type="JOINT"> <matrix sid="transform">1 1.73875e-7 1.01019e-7 -7.52447e-8 -9.29939e-8 0.9595887 0.2814069 0.1282839 -4.23481e-9 -0.2814069 0.9595884 5.96277e-9 0 0 0 1</matrix> </node> <node id="DEF-head" name="DEF-head" sid="DEF-head" type="JOINT"> <matrix sid="transform">1 1.73875e-7 1.01019e-7 -7.52447e-8 -9.29939e-8 0.9595887 0.2814069 0.1282839 -4.23481e-9 -0.2814069 0.9595884 5.96277e-9 0 0 0 1</matrix> </node> </node> <node id="MCH-neck_follow" name="MCH-neck.follow" sid="MCH-neck_follow" type="JOINT"> <matrix sid="transform">0.9999999 -8.55131e-8 -6.23596e-8 -9.06438e-8 6.71868e-8 0.9977712 -0.06672576 0.4281983 3.06313e-8 0.06672576 0.9977714 0.00661181 0 0 0 1</matrix> <node id="neck" name="neck" sid="neck" type="JOINT"> <matrix sid="transform">1 -3.41971e-8 6.80178e-10 -6.72165e-8 -1.25194e-8 0.9595886 -0.2814068 -8.56573e-9 -3.05695e-10 0.2814068 0.9595886 -1.42861e-8 0 0 0 1</matrix> <node id="MCH-neck_child" name="MCH-neck.child" sid="MCH-neck_child" type="JOINT"> <matrix sid="transform">0.9999999 -1.47075e-8 5.97112e-8 -3.3204e-8 1.15612e-8 -0.2814068 0.9595885 -8.49566e-8 4.08466e-9 -0.9595885 -0.2814068 1.76835e-8 0 0 0 1</matrix> </node> </node> </node> <node id="MCH-head_socket1" name="MCH-head.socket1" sid="MCH-head_socket1" type="JOINT"> <matrix sid="transform">0.9999999 -2.25221e-8 6.66751e-9 -9.06438e-8 -8.78518e-9 0.9977713 -0.06672563 0.4281983 -2.34613e-10 0.06672566 0.9977713 0.00661181 0 0 0 1</matrix> </node> <node id="ORG-shoulder_L" name="ORG-shoulder.L" sid="ORG-shoulder_L" type="JOINT"> <matrix sid="transform">0.2496648 0.9270635 0.2796798 0.05514022 -0.06451811 -0.2722588 0.9600587 0.2958748 0.9661806 -0.2577372 -0.008160985 0.04718742 0 0 0 1</matrix> <node id="ORG-upper_arm_L" name="ORG-upper_arm.L" sid="ORG-upper_arm_L" type="JOINT"> <matrix sid="transform">-0.2152335 0.9763135 0.02207444 0.00355583 -0.2759505 -0.03912077 -0.9603752 0.1884042 -0.9367635 -0.2127964 0.2778341 -0.02038391 0 0 0 1</matrix> <node id="ORG-forearm_L" name="ORG-forearm.L" sid="ORG-forearm_L" type="JOINT"> <matrix sid="transform">0.984526 -0.1681013 0.04950143 1.37824e-8 0.08497563 0.2109212 -0.9738027 0.2512392 0.1532565 0.9629408 0.2219418 -4.68327e-9 0 0 0 1</matrix> <node id="ORG-hand_L" name="ORG-hand.L" sid="ORG-hand_L" type="JOINT"> <matrix sid="transform">0.1585859 0.1211003 0.9798903 2.59914e-8 0.2151513 0.9643608 -0.1540015 0.2475658 -0.963618 0.2352471 0.1268793 1.03245e-8 0 0 0 1</matrix> <node id="DEF-hand_L" name="DEF-hand.L" sid="DEF-hand_L" type="JOINT"> <matrix sid="transform">0.9999999 -2.51557e-9 -1.38204e-8 8.43107e-9 -6.46808e-9 1 1.38973e-8 -1.33438e-8 2.93256e-8 -9.25692e-9 1 -9.66878e-8 0 0 0 1</matrix> </node> </node> <node id="DEF-forearm_L_01" name="DEF-forearm.L.01" sid="DEF-forearm_L_01" type="JOINT"> <matrix sid="transform">0.9999999 1.52118e-9 -6.58857e-7 2.12186e-8 -1.52894e-8 1 -6.66993e-9 -1.99112e-8 6.50477e-7 2.55116e-8 1 -1.60815e-8 0 0 0 1</matrix> </node> <node id="DEF-forearm_L_02" name="DEF-forearm.L.02" sid="DEF-forearm_L_02" type="JOINT"> <matrix sid="transform">0.1453222 -3.16142e-7 0.9893842 8.35345e-8 1.53246e-7 0.9999999 5.39047e-7 0.1237829 -0.9893842 4.11724e-7 0.1453221 -1.00486e-8 0 0 0 1</matrix> </node> <node id="MCH-forearm_L_tip" name="MCH-forearm.L.tip" sid="MCH-forearm_L_tip" type="JOINT"> <matrix sid="transform">0.9999999 1.52118e-9 7.20076e-7 2.59914e-8 -1.07295e-8 1 -5.65203e-9 0.2475658 -7.32316e-7 2.55116e-8 1 1.03245e-8 0 0 0 1</matrix> </node> </node> <node id="DEF-upper_arm_L_02" name="DEF-upper_arm.L.02" sid="DEF-upper_arm_L_02" type="JOINT"> <matrix sid="transform">0.9999999 6.30673e-9 -4.77992e-7 2.97127e-8 1.4842e-8 1 2.14671e-8 0.1256196 4.94039e-7 -4.74281e-9 0.9999999 -1.77054e-8 0 0 0 1</matrix> </node> <node id="MCH-upper_arm_L_tip" name="MCH-upper_arm.L.tip" sid="MCH-upper_arm_L_tip" type="JOINT"> <matrix sid="transform">0.9999999 6.30673e-9 -1.33395e-6 1.37824e-8 5.92296e-9 1 1.31948e-8 0.2512392 1.34595e-6 -4.74281e-9 0.9999999 -4.68327e-9 0 0 0 1</matrix> </node> </node> <node id="DEF-shoulder_L" name="DEF-shoulder.L" sid="DEF-shoulder_L" type="JOINT"> <matrix sid="transform">1 6.86841e-9 -1.51768e-8 -2.56528e-8 -2.04536e-8 0.9999999 2.19321e-8 4.70577e-8 2.40887e-8 -1.79351e-9 1 -2.36798e-8 0 0 0 1</matrix> </node> <node id="DEF-upper_arm_L_01" name="DEF-upper_arm.L.01" sid="DEF-upper_arm_L_01" type="JOINT"> <matrix sid="transform">-0.2163125 0.9763134 0.004636814 0.00355583 -0.1975644 -0.03912064 -0.9795088 0.1884042 -0.956126 -0.2127962 0.2013469 -0.02038391 0 0 0 1</matrix> </node> <node id="MCH-upper_arm_L_socket1" name="MCH-upper_arm.L.socket1" sid="MCH-upper_arm_L_socket1" type="JOINT"> <matrix sid="transform">-0.1296943 0.3665071 0.9213316 0.003555819 -0.1412024 0.9128827 -0.383023 0.1884042 -0.9814485 -0.1797701 -0.06664395 -0.0203839 0 0 0 1</matrix> </node> <node id="MCH-upper_arm_ik_L" name="MCH-upper_arm_ik.L" sid="MCH-upper_arm_ik_L" type="JOINT"> <matrix sid="transform">-0.1469225 0.375879 0.9149476 0.003555821 -0.1597079 0.9038343 -0.3969593 0.1884042 -0.9761696 -0.2044465 -0.07276244 -0.02038391 0 0 0 1</matrix> <node id="MCH-forearm_ik_L" name="MCH-forearm_ik.L" sid="MCH-forearm_ik_L" type="JOINT"> <matrix sid="transform">0.984526 -0.08483566 -0.1533339 6.79518e-8 0.08497563 0.996367 -0.005652809 0.2512392 0.1532564 -0.007464238 0.9881584 8.09164e-9 0 0 0 1</matrix> </node> </node> <node id="upper_arm_pole_L" name="upper_arm_pole.L" sid="upper_arm_pole_L" type="JOINT"> <matrix sid="transform">0.3605869 -0.9327256 2.32166e-5 -0.3273364 0.9327253 0.3605869 -6.17484e-4 0.6639764 5.67594e-4 2.44306e-4 0.9999998 -0.1144236 0 0 0 1</matrix> </node> </node> <node id="ORG-shoulder_R" name="ORG-shoulder.R" 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sid="DEF-hand_R" type="JOINT"> <matrix sid="transform">1 4.31375e-8 -2.50298e-8 1.03807e-7 1.21004e-8 1 -6.48414e-9 -2.45846e-8 -1.19663e-8 2.81344e-8 0.9999999 7.58154e-8 0 0 0 1</matrix> </node> </node> <node id="DEF-forearm_R_01" name="DEF-forearm.R.01" sid="DEF-forearm_R_01" type="JOINT"> <matrix sid="transform">0.9999999 -3.73759e-8 6.31921e-7 3.82941e-8 1.22117e-8 1 -1.0421e-8 -3.73097e-8 -6.45661e-7 3.33207e-8 0.9999999 -6.12857e-8 0 0 0 1</matrix> </node> <node id="DEF-forearm_R_02" name="DEF-forearm.R.02" sid="DEF-forearm_R_02" type="JOINT"> <matrix sid="transform">0.1453222 1.99575e-7 -0.9893843 -1.99682e-8 -7.31889e-7 0.9999999 1.4834e-8 0.1237829 0.9893842 6.71585e-7 0.1453224 -7.28396e-8 0 0 0 1</matrix> </node> <node id="MCH-forearm_R_tip" name="MCH-forearm.R.tip" sid="MCH-forearm_R_tip" type="JOINT"> <matrix sid="transform">0.9999999 -3.73759e-8 -7.46142e-7 1.76088e-8 1.36405e-9 1 -4.41801e-9 0.2475658 7.38083e-7 3.33207e-8 0.9999999 -1.40869e-8 0 0 0 1</matrix> </node> 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Gen.Kenobi Posted January 24, 2012 Author Report Share Posted January 24, 2012 Yeah, but i guess the main issue with this code(or hierarchy or rig) is that it has several different bones that does different things - there's the DEF bones, the MCH, the ORG ones. I don't know if the game supports the IK/FK solvers. And I also have no clue from where to start to parse this into the skeletons.xml file. It's quite confusing for me. I feel like a blind men lost in the middle of a firefight. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted January 25, 2012 Report Share Posted January 25, 2012 Yeah, but i guess the main issue with this code(or hierarchy or rig) is that it has several different bones that does different things - there's the DEF bones, the MCH, the ORG ones. I don't know if the game supports the IK/FK solvers. And I also have no clue from where to start to parse this into the skeletons.xml file. It's quite confusing for me. Looks like the DEF bones are the ones that are important (since they're the only ones listed as joints in the inverse bind pose array, around line 1086). As far as I know, animations made with that rig will only animate those bones.Someone can correct me if I'm wrong, but basically: all the rigs used in the game have a <standard_skeleton> entry which lists the bones actually used by the game. Then they have one or more <skeleton> entries, each one maps a different set of bone names and hierarchies back to the original <standard_skeleton>. This lets us have multiple differently named and structured rigs mapped back to a single standard one, for instance there could be one set for Max, one for Blender, one for Maya, etc. When a COLLADA file is imported into the game, it looks up the bone names and tries to find a matching skeleton or throws an error if there's no match.So if you can map your rig to the standard biped, that would be the best route so we have interoperability between existing animations and models. As far as how to do that, it seems like if you don't give a <target> entry for a bone in a given <skeleton>, then it will coalesce into its parent, so maybe it would work if you can only list <target> for the important DEF bones. You need 29 bones (including root) to be compatible with existing bipeds. I don't know if it will work even if you do that, I guess it depends on how robust our version of FCollada is and how good Blender's exporter is... Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 25, 2012 Report Share Posted January 25, 2012 I can't get my dreamweaver to load... that is the tool I would use to go through and delete (find/replace) out all the attribute / element junk that isn't needed.Ben your right on Daniel, please bear with me and my computer issues. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 25, 2012 Report Share Posted January 25, 2012 Ok, I parsed it and took out all the crap. I think it should look something like this. Now it just needs to be tagged and attributed correctly in the skeleton.xml file... then tested. Daniel, can you try that? <node name="root"> <node org="hips"> <node org="spine"> <node org="ribs"> <node org="neck"> <node org="head"> </node> </node> <node org="shoulder.L"> <node org="upper_arm.L"> <node org="forearm.L"> <node org="hand.L"> </node> </node> </node> </node> <node org="shoulder.R"> <node org="upper_arm.R"> <node org="forearm.R"> <node org="hand.R"> </node> </node> </node> </node> </node> </node> <node org="thigh.L"> <node org="shin.L"> <node org="foot.L"> <node org="toe.L"> </node> </node> </node> </node> <node org="thigh.R"> <node org="shin.R"> <node org="foot.R"> <node org="toe.R"> </node> </node> </node> </node> </node> </node>A simple text editor with a find/replace tool does wonders. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 28, 2012 Author Report Share Posted January 28, 2012 Hey sorry, for taking too long to reply.I just arrived home yesterday and I was quite tired. Today I had to go see an eye doctor (just checkup) and I got home really late.I'll try to take a look and code it inside the skeletons.xml. Bear with me Jason, as I might screw some thigns up. BTW, I just received my animation classes (download link) via email, so 'ill be studying animation in the next cople of days (and trying to get them ingame ) Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 28, 2012 Author Report Share Posted January 28, 2012 Alright. I guess this is it: <skeleton title="Blender Biped" target="biped"> <identifier> <root>root</root> </identifier> <bone name="root"> <target>root</target> <bone name="hips"> <target>pelvis</target> <bone name="spine"> <target>spine</target> <bone name="ribs"> <target>spine1</target> </bone> </bone> </bone> <bone name="shoulder.L"> <target>l_clavicle</target> </bone> <bone name="upper_arm.L"> <target>l_upperarm</target> <bone name="forearm.L"> <target>l_forearm</target> </bone> </bone> <bone name="shoulder.R"> <target>r_clavicle</target> </bone> <bone name="upper_arm.R"> <target>r_upperarm</target> <bone name="forearm.R"> <target>r_forearm</target> </bone> </bone> <bone name="neck"> <target>neck</target> <bone name="head"> <target>head</target> </bone> </bone> <bone name="thingh.L"> <target>l_thigh</target> <bone name="shin.L"> <target>l_calf</target> </bone> </bone> <bone name="thingh.R"> <target>r_thigh</target> <bone name="shin.R"> <target>r_calf</target> </bone> </bone> <bone name="hand.L"> <target>l_hand</target> <bone name="Biped_Lfingers"/> </bone> <bone name="foot.L"> <target>l_foot</target> <bone name="toe.L"/> </bone> <bone name="hand.R"> <target>r_hand</target> <bone name="Biped_Rfingers"/> </bone> <bone name="foot.R"> <target>r_foot</target> <bone name="toe.R"/> </bone> </bone> </skeleton>Just the fingers I didn't add, because our rig doesn't have fingers... Maybe we should add them?EDIT: Did a quick test... Looks like that the skeleton wasn't reconized.ERROR: art/animation/fisherman_paddling.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure"ERROR: Could not load mesh 'art/animation/fisherman_paddling.dae'BTW, it isn't a diretory probleman, I'm using RoTE Mod to try. The usual would be art/meshes/skeletal/ Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 29, 2012 Report Share Posted January 29, 2012 Try this adding this to the skeleton.xml file and running it:<skeleton title="Blender biped" target="biped"> <identifier> <root>root</root> </identifier> <bone name="root"><target>root</target> <bone name="hips"><target>pelvis</target> <bone name="spine"><target>spine</target> <bone name="ribs"><target>spine1</target> <bone name="neck"><target>neck</target> <bone name="head"><target>head</target> </bone> </bone> <bone name="shoulder.L"><target>l_clavicle</target> <bone name="upper_arm.L"><target>l_upperarm</target> <bone name="forearm.L"><target>l_forearm</target> <bone name="hand.L"><target>l_hand</target> </bone> </bone> </bone> </bone> <bone name="shoulder.R"><target>r_clavicle</target> <bone name="upper_arm.R"><target>r_upperarm</target> <bone name="forearm.R"><target>r_forearm</target> <bone name="hand.R"><target>r_hand</target> </bone> </bone> </bone> </bone> </bone> </bone> <bone name="thigh.L"><target>l_thigh</target> <bone name="shin.L"><target>l_calf</target> <bone name="foot.L"><target>l_foot</target> <bone name="toe.L"> </bone> </bone> </bone> </bone> <bone name="thigh.R"><target>r_thigh</target> <bone name="shin.R"><target>r_calf</target> <bone name="foot.R"><target>r_foot</target> <bone name="toe.R"> </bone> </bone> </bone> </bone> </bone> </bone></skeleton> Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 30, 2012 Author Report Share Posted January 30, 2012 No luck. Same error. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted January 30, 2012 Report Share Posted January 30, 2012 Note:You need 29 bones (including root) to be compatible with existing bipeds.i.e. if you have less than 29 targeted bones in your skeleton it will not work Also those skeletons don't match the bone names from fisherman.dae, or am I looking at the wrong file? Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 31, 2012 Author Report Share Posted January 31, 2012 Hmm... I see... but is there any way to code this skeleton ingame so I can just take a look at my animation and see how it plays?Them I could re-rig the guy properly with 29 bones... Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted January 31, 2012 Report Share Posted January 31, 2012 Oh, yeah, you can do that if you make a new <standard_skeleton> and a matching <skeleton> for however many bones your current rig has. Are the bones still all named like "DEF-", "ORG-", etc? That's what I meant when I said the skeleton bone names have to match what's in the DAE. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted January 31, 2012 Report Share Posted January 31, 2012 Any objections to moving this to the public dev forum? Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 31, 2012 Author Report Share Posted January 31, 2012 I don't know what Jason did, Ben... So I really don't know if the sames are the same. My guess is that the code is still with those DEf and ORG bones... For the IK/FK solvers... Do we would need to code them out? I'm really confused @Michael: Just wait a bit, untill this problemans are solved Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 31, 2012 Report Share Posted January 31, 2012 Daniel, try Ben's suggestion. Example:<bone name="shoulder.L"><target>l_clavicle</target>Add "DEF-" like this:<bone name="DEF-shoulder.L"><target>l_clavicle</target>Or try "ORG-" or "MCH-"It is odd, because the other skeleton rigs from blender (BlenderChicken as an example) in the skeleton.xml file don't call these out. This last weekend I tried getting a .bvh out of Max and into Blender - no luck. I was trying to export a .fbx from Max into Motion builder - then exporting a .bvh from MB to Blender. Something isn't working right. I'll give it a shot next weekend again.Also, it would be helpful to describe any errors the engine throws out at you. Hopefully the engine error would be descriptive enough to tell us what is breaking.Michael - I would have no objections. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted February 1, 2012 Report Share Posted February 1, 2012 It is odd, because the other skeleton rigs from blender (BlenderChicken as an example) in the skeleton.xml file don't call these out. How do you mean? If you look at chicken.dae, you'll see the node names exactly match the bone names in BlenderChicken (they match the hierarchy as well, but skeletons.xml indicates the order of the bones isn't important, only the names). They aren't prefixed with DEF, ORG, MCH, etc., because (presumably) a different process was used to create that rig. You can't just make up names, the game isn't smart enough to know which bone belongs where "rig_Mesh-skin-joints-array" in Daniel's fisherman.dae lists the only bones we can animate in the game (only those with bind pose transforms), and they all start with DEF-, which is why I suggest those in particular. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted February 1, 2012 Author Report Share Posted February 1, 2012 That's really weird, because i tried them all, without luck...I'm really about to give up... I even tried to created a new biped, just for the sake of testing...No luck... Starting to get desesperate hehehee I'm a modeler not a coder! hehehhehehe <standard_skeleton title="blend-biped" id="blend-biped"> <bone name="root"> <bone name="hips"> <bone name="spine"> <bone name="ribs"> <bone name="neck"> <bone name="head"> <bone name="DUMMY_headnub"/> <!-- kept for binary compatibility with PSA files --> <bone name="shoulder.L"> <bone name="upper_arm.L"> <bone name="forearm.L"> <bone name="hand.L"> </bone> </bone> </bone> </bone> </bone> <bone name="shoulder.R"> <bone name="upper_arm.R"> <bone name="forearm.R"> <bone name="hand.R"> </bone> </bone> </bone> </bone> </bone> </bone> </bone> </bone> <bone name="thigh.L"> <bone name="shin.L"> <bone name="foot.L"> <bone name="toe.L"> </bone> </bone> </bone> </bone> <bone name="thigh.R"> <bone name="shin.R"> <bone name="foot.R"> <bone name="toe.R"> </bone> </bone> </bone> </bone> </bone> </bone> </bone> </standard_skeleton><skeleton title="Blender biped" target="blend-biped"> <identifier> <root>root</root> </identifier> <bone name="DEF-root"><target>root</target> <bone name="DEF-hips"><target>hips</target> <bone name="DEF-spine"><target>spine</target> <bone name="DEF-ribs"><target>ribs</target> <bone name="DEF-neck"><target>neck</target> <bone name="DEF-head"><target>head</target> </bone> </bone> <bone name="DEF-shoulder.L"><target>shoulder.L</target> <bone name="DEF-upper_arm.L"><target>upper_arm.L</target> <bone name="DEF-forearm.L"><target>forearm.L</target> <bone name="DEF-hand.L"><target>hand.L</target> </bone> </bone> </bone> </bone> <bone name="DEF-shoulder.R"><target>shoulder.R</target> <bone name="DEF-upper_arm.R"><target>upper_arm.R</target> <bone name="DEF-forearm.R"><target>forearm.R</target> <bone name="DEF-hand.R"><target>hand.R</target> </bone> </bone> </bone> </bone> </bone> </bone> <bone name="DEF-thigh.L"><target>thigh.L</target> <bone name="DEF-shin.L"><target>shin.L</target> <bone name="DEF-foot.L"><target>foot.L</target> <bone name="DEF-toe.L"><target>toe.L</target> </bone> </bone> </bone> </bone> <bone name="DEF-thigh.R"><target>thigh.R</target> <bone name="DEF-shin.R"><target>shin.R</target> <bone name="DEF-foot.R"><target>foot.R</target> <bone name="DEF-toe.R"> <target>toe.L</target> </bone> </bone> </bone> </bone> </bone> </bone></skeleton> Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted February 1, 2012 Report Share Posted February 1, 2012 Oh I don't think it should be required to do this just to get a model in the game, by any means. That's just the way it is until we change it No luck... Starting to get desesperate hehehee I'm a modeler not a coder! hehehhehehe <standard_skeleton title="blend-biped" id="blend-biped"> <bone name="root"> <bone name="hips"> <bone name="spine"> <bone name="ribs"> <bone name="neck"> <bone name="head"> <bone name="DUMMY_headnub"/> <!-- kept for binary compatibility with PSA files --> <bone name="shoulder.L"> <bone name="upper_arm.L"> <bone name="forearm.L"> <bone name="hand.L"> </bone> </bone> </bone> </bone> </bone> <bone name="shoulder.R"> <bone name="upper_arm.R"> <bone name="forearm.R"> <bone name="hand.R"> </bone> </bone> </bone> </bone> </bone> </bone> </bone> </bone> <bone name="thigh.L"> <bone name="shin.L"> <bone name="foot.L"> <bone name="toe.L"> </bone> </bone> </bone> </bone> <bone name="thigh.R"> <bone name="shin.R"> <bone name="foot.R"> <bone name="toe.R"> </bone> </bone> </bone> </bone> </bone> </bone> </bone> </standard_skeleton><skeleton title="Blender biped" target="blend-biped"> <identifier> <root>root</root> </identifier> <bone name="DEF-root"><target>root</target> <bone name="DEF-hips"><target>hips</target> <bone name="DEF-spine"><target>spine</target> <bone name="DEF-ribs"><target>ribs</target> <bone name="DEF-neck"><target>neck</target> <bone name="DEF-head"><target>head</target> </bone> </bone> <bone name="DEF-shoulder.L"><target>shoulder.L</target> <bone name="DEF-upper_arm.L"><target>upper_arm.L</target> <bone name="DEF-forearm.L"><target>forearm.L</target> <bone name="DEF-hand.L"><target>hand.L</target> </bone> </bone> </bone> </bone> <bone name="DEF-shoulder.R"><target>shoulder.R</target> <bone name="DEF-upper_arm.R"><target>upper_arm.R</target> <bone name="DEF-forearm.R"><target>forearm.R</target> <bone name="DEF-hand.R"><target>hand.R</target> </bone> </bone> </bone> </bone> </bone> </bone> <bone name="DEF-thigh.L"><target>thigh.L</target> <bone name="DEF-shin.L"><target>shin.L</target> <bone name="DEF-foot.L"><target>foot.L</target> <bone name="DEF-toe.L"><target>toe.L</target> </bone> </bone> </bone> </bone> <bone name="DEF-thigh.R"><target>thigh.R</target> <bone name="DEF-shin.R"><target>shin.R</target> <bone name="DEF-foot.R"><target>foot.R</target> <bone name="DEF-toe.R"> <target>toe.L</target> </bone> </bone> </bone> </bone> </bone> </bone></skeleton>That actually looks quite close, but the tags don't all match up, and also "DUMMY_headnub" isn't needed and will likely cause problems.I don't have your current model to test, but here's what I came up with (formatted nicely and slightly corrected): <standard_skeleton title="blend-biped" id="blend-biped"> <bone name="root"> <bone name="hips"> <bone name="spine"> <bone name="ribs"> <bone name="neck"> <bone name="head"></bone> </bone> </bone> <bone name="shoulder.L"> <bone name="upper_arm.L"> <bone name="forearm.L"> <bone name="hand.L"></bone> </bone> </bone> </bone> <bone name="shoulder.R"> <bone name="upper_arm.R"> <bone name="forearm.R"> <bone name="hand.R"></bone> </bone> </bone> </bone> </bone> <bone name="thigh.L"> <bone name="shin.L"> <bone name="foot.L"> <bone name="toe.L"></bone> </bone> </bone> </bone> <bone name="thigh.R"> <bone name="shin.R"> <bone name="foot.R"> <bone name="toe.R"></bone> </bone> </bone> </bone> </bone> </bone> </standard_skeleton> <skeleton title="Blender biped" target="blend-biped"> <identifier> <root>root</root> </identifier> <bone name="DEF-root"><target>root</target> <bone name="DEF-hips"><target>hips</target> <bone name="DEF-spine"><target>spine</target> <bone name="DEF-ribs"><target>ribs</target> <bone name="DEF-neck"><target>neck</target> <bone name="DEF-head"><target>head</target></bone> </bone> <bone name="DEF-shoulder.L"><target>shoulder.L</target> <bone name="DEF-upper_arm.L"><target>upper_arm.L</target> <bone name="DEF-forearm.L"><target>forearm.L</target> <bone name="DEF-hand.L"><target>hand.L</target></bone> </bone> </bone> </bone> <bone name="DEF-shoulder.R"><target>shoulder.R</target> <bone name="DEF-upper_arm.R"><target>upper_arm.R</target> <bone name="DEF-forearm.R"><target>forearm.R</target> <bone name="DEF-hand.R"><target>hand.R</target></bone> </bone> </bone> </bone> </bone> </bone> <bone name="DEF-thigh.L"><target>thigh.L</target> <bone name="DEF-shin.L"><target>shin.L</target> <bone name="DEF-foot.L"><target>foot.L</target> <bone name="DEF-toe.L"><target>toe.L</target></bone> </bone> </bone> </bone> <bone name="DEF-thigh.R"><target>thigh.R</target> <bone name="DEF-shin.R"><target>shin.R</target> <bone name="DEF-foot.R"><target>foot.R</target> <bone name="DEF-toe.R"> <target>toe.R</target></bone> </bone> </bone> </bone> </bone> </bone> </skeleton>Also, if you try this and it doesn't work, please paste the errors you get from interestinglog.html, it will help point us in the right direction. 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Wijitmaker Posted February 1, 2012 Report Share Posted February 1, 2012 Soo... the engine log doesn't give you any errors?Looking at this code again: http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=233174DEF- doesn't seem to apply to root. Try taking it off root.Also note that the structure I have above was based on the ORG- heirarchy. I'm not certain that the DEF- is the same (should be). You also shouldn't have to create your own seperate standard biped - but I suppose it was worth a shot Quote Link to comment Share on other sites More sharing options...
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