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[ASSIMP] Importing collada file with biped animations from 3dsmax


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#1 IceBreaker23   Members   -  Reputation: 618

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Posted 10 March 2014 - 04:14 AM

Hey guys!

 

I am currently working with my artist so we can get a workflow up and running to import static and skinned meshes in our own engine.

He is using the biped tool in 3ds max.

At the moment we have 2 options to go for:

-ASSIMP and importing .dae(Collada) files

-FBXSDK and importing .fbx(obviously)

 

We tried to go with the ASSIMP way and I am having a problem with bipedal animations. Normal bone animations with example files from the internet. Does anyone have experience with this kind of workflow and can explain to me the weird behaviour in the attached screenshot?

 

Secondly I tried using the FBXSDK but its a pain in the ass. I am having trouble with simply loading normals...

 

To anyone out there having a custom engine or experience in those things: How would you/do you handle biped animations?

 

Best regards,

Flo

Attached Thumbnails

  • elf.png

Edited by IceBreaker23, 10 March 2014 - 04:40 AM.


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#2 BCullis   Crossbones+   -  Reputation: 1942

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Posted 14 March 2014 - 10:34 AM

I've used ASSIMP (the .NET port anyway) before, what does your loading code look like?  My first guess looking at this (skinned?) model is that there's some offset error in the indexing of the bones to the weight values the mesh is being given, or in other terms "the mesh has the bones it's referencing all out of order".


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#3 IceBreaker23   Members   -  Reputation: 618

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Posted 19 March 2014 - 02:08 PM

The code is ok, because I tested it with the example file from this tutorial: http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html

It has something to do with my artist using the bipedal tool from 3dsmax and then converting it to collada.



#4 BCullis   Crossbones+   -  Reputation: 1942

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Posted 20 March 2014 - 01:32 AM

Have you compared the .dae file that your artist gave you to the "working" one from the demo?

 

Nevermind that, just checked out the demo code, that's a .md5anim and .md5mesh file, which aren't the same layout as collada, correct?  So how are you sure your loader will do the correct work with a collada file?


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#5 IceBreaker23   Members   -  Reputation: 618

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Posted 20 March 2014 - 05:48 AM

Assimp gives the same interface for every format. So in theory it should work...



#6 BCullis   Crossbones+   -  Reputation: 1942

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Posted 20 March 2014 - 09:14 AM

Are there spaces in the bone names?  This thread seems to indicate that could cause a problem.  It also suggests using the OpenCOLLADA exporter from 3dsmax.  Sounds like all COLLADA exporters aren't necessarily created equal...


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