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Alternative to FBX for Animation Export ?


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#1   Members   

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Posted 13 August 2014 - 08:31 PM

Hi guys,

 

I've almost had it with FBX for exporting animation.

 

Edit: I am an idiot, the child was actually the root (I'm still thinking about an alternative though)

 

***

begin disregard this

 

I have a simple bone chain of three bones: root->child->grandchild.

 

When I use: curve=node->LclRotation.GetCurve(...);

 

I get the values in local rotations for the root and the grandchild, but in global rotations for the child, with no way of knowing why or how to detect what format it's actually in.

 

end desregard this

***

 

What else can I use ? I don't mind using a different program to do the animations in either, I'm just doing basic skeletal/skinned animation that was done in 2005 (or maybe even earlier.)

 

Thanks.


Edited by Endemoniada, 14 August 2014 - 11:27 AM.


#2   Senior Moderators   

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Posted 13 August 2014 - 09:15 PM

Collada seems like the obvious first stop?


SlimDX | Shark Eaters for iOS | Ventspace Blog | Twitter | Proud supporter of diversity and inclusiveness in game development

#3   Members   

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Posted 14 August 2014 - 12:59 AM

I agree with Promit. Reading Collada files (.dae) with Assimp works well for me.


Edited by lwm, 14 August 2014 - 12:59 AM.

current project: Roa


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Posted 14 August 2014 - 06:21 AM

I get the values in local rotations for the root and the grandchild, but in global rotations for the child, with no way of knowing why or how to detect what format it's actually in.

What is your evidence that this is actually happening?
Send me the file. I will disclose my e-mail in reply to a PM.


L. Spiro

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Posted 14 August 2014 - 06:21 PM

You might want to take a look at OpenGEX as well:

 

http://opengex.org/






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