Sign in to follow this  
EternityZA

malformed keyframes

Recommended Posts

EternityZA    1226
Hey. my engine uses its own primitive and unoptimized asci model format. I have a script to export models from blender into this format (it currently exports meshes, textures, texture coords, materials, animations and keyframes). everything works except that the keyframes are horribly malformed. The keyframe as it should look The keyframe as my engine renders it I have no idea where to start looking. Ths is realy a long shot but i was hoping some one here might be able to "take a guess" as to what the problem/problems might be. I have taken 6 more screenshots of the skeleton with his right arm being rotated by 270 degrees around the x,y and z axis respectively in blender and it my engine. Hope it helps. blender x 270 engine x 270 blender y 270 engine y 270 blender z 270 engine z 270 Thnx in Advance! [Edited by - EternityZA on April 30, 2010 2:52:31 AM]

Share this post


Link to post
Share on other sites
Steve_Segreto    2080
Hi,

I can't presribe an exact solution just from your screenshots. It does look like your engine has a different handness from Blender tho. Try transposing the x,y,z,w parts of the quaternion in your engine when loading the keyframe rotation. Maybe something like z,y,x,w or x,y,z,-w?

Share this post


Link to post
Share on other sites
Nanoha    2682
You could also try selecting your mesh and going:

Object->Clear/Apply->Apply Scale/Rotation to ObjData

Do that for both your mesh and your bones. It fixed this very problem for me. Of course it might be a different problem as your using your own engine.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this