pascal.winistoerfer Posted January 9, 2013 Share Posted January 9, 2013 Hello Everyone Simple reconstruction Scenario for my Problem: - Start Ressource Editor - Load Agent SMESH - Load "Animation only" flagged a .SANIM file for an animation ..everything displays fine. now: - Import this .SANIM file in 3ds Max (in my case 2010 x64) - Without touching anything, export it as animation frames (tried World, center etc. align - all same result) - load animation again in Ressource Editor --> Broken I then just loaded the animation from unigine and looked at the bones ("bones" checkbox checked in Ressource Editor) - loaded shipped animation - imported and exportet in 3ds max again - loaded again in Ressource Editor ---> Bones are Flipped. NOT all, but for Example "agent_idle_ready_pistol_torso.sanim" the Spine and some others are flipped, but not the Hands etc. Also, the "min, max, center" don't match exatly.. how it comes? I export with precision 6 and use unit scales and export 1:1 like it should be. Can someone help me? i tried old plugins and the newest from the end of december release -> same result. I attached an image with all important stuff above painted in circles. Second image is the "broken" result. Thank you very much in advance Pascal Link to comment
honya Posted January 9, 2013 Share Posted January 9, 2013 Pascal: i read in one topic here, that you cannot import .sanim to the 3ds max, because it will broke orientation of bones. Also i found same problem when i try export .sanim from the 3ds max 2010 32-bit and load to the .smesh that i export from different .max file. I resolve partially that i export animations from MeshViewer, so for bones from same .max file it work fine (i think), but when i try load .sanim to another .smesh with same skeleton (same bones, but different source), i get same result as Pascal. Do you know why this happen or how i can export .sanim that can use universaly for any .smesh file with same skeleton? I use this topic because it is very similar problem that i have. Link to comment
pascal.winistoerfer Posted January 9, 2013 Author Share Posted January 9, 2013 Yea bu my problem is not different SMESH file as the SANIM is from. I use Unigine SMESH from agent and UNIGINE SANIM from Agent. All i do is IMPORT in 3ds max and EXPORT again. Same size, same bones, hierarchy works, but just pelvis and some other bones are flipped. hm. Link to comment
honya Posted January 10, 2013 Share Posted January 10, 2013 Pasacal: here https://developer.unigine.com/forum/topic/1397-solved-problem-with-mesh-skinned-animation-export-3ds-max/ can read that Animation is intended for one-way export, also they say that you need mesh for export .sanim, but in 2012 it say it, but for 2010 dont say it, that you need mesh for export .sanim. Link to comment
manguste Posted January 10, 2013 Share Posted January 10, 2013 Pascal, currently import of animation into 3ds Max is not supported, sorry. Skinned mesh animations are intended for export only. Link to comment
ulf.schroeter Posted January 10, 2013 Share Posted January 10, 2013 Maybe the new COLLADA-Plugin could be extended to provide some write-capability for *.DAE mesh and animation export. This could than be used for re-import into 3Dmax and other animation packages. Link to comment
pascal.winistoerfer Posted January 10, 2013 Author Share Posted January 10, 2013 Pascal, currently import of animation into 3ds Max is not supported, sorry. Skinned mesh animations are intended for export only. okay. thanks for the reply ! ..will play a bit around with our character then, which we have modell as .max. Could you provide Agent Bipet for Max? So we could test with our character without having to care about bone names / can use unigine predefined animation tree Link to comment
necris Posted January 11, 2013 Share Posted January 11, 2013 Also i found same problem when i try export .sanim from the 3ds max 2010 32-bit and load to the .smesh that i export from different .max file. I resolve partially that i export animations from MeshViewer, so for bones from same .max file it work fine (i think), but when i try load .sanim to another .smesh with same skeleton (same bones, but different source), i get same result as Pascal. Honya, Problem has been reproduced and added to the bug list, but really can't promise our devs will look into this issue any time soon. Too focused on other issues and suggestions. Sorry for the inconvenience. Link to comment
manguste Posted January 11, 2013 Share Posted January 11, 2013 Pascal, to be honest it's no quite clear to me what for you need Agent Max files if you have your own assets. Ulf, for now such export functionality is not planned for Collada. Instead, we've added a FBX plugin (but also without an export option, only import :) Link to comment
pascal.winistoerfer Posted January 12, 2013 Author Share Posted January 12, 2013 Pascal, to be honest it's no quite clear to me what for you need Agent Max files if you have your own assets. Ulf, for now such export functionality is not planned for Collada. Instead, we've added a FBX plugin (but also without an export option, only import :) i don't need agent manguste. i asked for the agent bipet -> Bones / with the bone names, so we can make tests with our characters with the unigine animation tree instead having to create a new animation tree with our bones. but no problem it's not that important for now. Cheers Link to comment
honya Posted May 27, 2013 Share Posted May 27, 2013 Honya, Problem has been reproduced and added to the bug list, but really can't promise our devs will look into this issue any time soon. Too focused on other issues and suggestions. Sorry for the inconvenience. Hi, when it will be fixed? I want to start convert animations to unigine formats and check if it was sucessfull convert on ours models, but this blocking it. Honya Link to comment
frustum Posted June 24, 2013 Share Posted June 24, 2013 Please provide problematic models and step by step instruction to us. Link to comment
honya Posted June 26, 2013 Share Posted June 26, 2013 Hi Frustum, 1) Open HERO_horseman_fix_bones_anim_2010.max in Autodesk 3ds Max 2010 2) Set M_fire_ball_spell.bip on model 3) Select model and export as Mesh Skinned - picture UO0093.jpeg - test.smesh 4) Open exported .smesh file in Unigine Resource Editor 5) Set animation frame from 0 to 74 and save as .sanim file with animation only - picture UO0094.jpeg - test.sanim 6) Put twice test.smesh file to world 7) Set Speed of animation to 25 on both model 8) Load animation test.sanim to one 9) Push Play button on both 10) You can see as on UO0092.jpeg (for time 45), when the left model have load animation from file, right play animation stored in model The arms are deformed, i can found some other .bip files, that do another deformation on model. You don't worry about the mount, that is expectation. Data: anim.rar Honya Link to comment
Guest slice3d Posted July 23, 2013 Share Posted July 23, 2013 pascal.winistoerfer, honya, Hi! I'm sorry, but I can't imagine for what reason you need this export-import-export functionality. You've lost your animation source assets and now you want to restore them? Or you just want to have sources of our animation examples? I think I can provide these source files, but I really didn't see much profit from that. You should always build your own skeletons with custom skinner blend trees, which will fit your own project requirements. honya, Regarding your example scene - you haven't included Bip01_R_Forearm and Bip01_L_Forearm bones into your skin, so their child bones exported as a separate objects without any parents (animations for them baked in world space). You will have problems with that when you'll use blending between multiple animations. All bones involved in animation (with respect to their hierarchy) should be included in the Skin modifier at least with zero weights. For example, you must not export forearm and finger animation without including intermediate palm bone into your skin. Link to comment
honya Posted July 23, 2013 Share Posted July 23, 2013 slie3d: thanks for check my example scene. Add another item to check, when i export animations... Honya Link to comment
Recommended Posts