Jump to content
  • Advertisement
Sign in to follow this  
ishotton

OpenGL Exporting Bones and Joints from maya

This topic is 4409 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey guys, i found this tutorial on writing an exporter, but i was just curious if there is anything that is different that I may need to do to export Skinned animation information. http://www.gamedev.net/reference/articles/article1906.asp I didnt know where else to put this thread, but since im working in OpenGL i would throw it in here. Thanks in Advance :)

Share this post


Link to post
Share on other sites
Advertisement

Yes. Exporting a full character (MFnCharacter) with animated joints is abit
of a hassle if you are new to the maya dag/dg graphs. But it is quite possible.
I have code for it lying around somewhere and will try to dig it up once I have some time (leaving for family activities).

One thing that I know is a bi"#¤tch is that if you do "delete all by type/history" on your scene it gets quite hard to find the bindpose of the skeleton. I do believe I did find a way todo it at last though.. .but make sure you dont delete
the history of your first test scene.

Will try to get back in here with some code in a couple of days.

Share this post


Link to post
Share on other sites
MFnCharacter is only useful if you are using character sets, and in general i've only seen about 30% of people who actually use them. The character sets and clips themselves are something i'm not a personal fan of - it causes immense check in hassles when multiple people are using version control (i.e. 10 people work on one file, vs 10 people working on 10 files). The other obvious side effect is that the files can easily become corrupt and you'll lose all of the animation data. It's safer to keep anims seperate and use file references to the rig.

deleting history on a skin doesn't happen in the real world. Doing so will *always* destroy the skinning info (i.e. no skinning will actually work, since in effect, the skin clusters are part of the geometry's history). This will not affect the bindpose info on the bones though (you can still see the bindpose node in the hypergraph - just traverse along from the bindpose attr of the joint). (you can of course delete the non-deformer history which will leave the skin data intact).

MDagPaths are also *very* handy to extract transform matrices (without joint orients and rotation axes). Otherwise, check the DG node reference for joint's to figure out the matrices you need to multiply together. (and be warned that transform and joint nodes are evaluated using different equations)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!