Distorted model mesh

Started by rainfalls, July 25, 2013, 03:07:54 PM

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rainfalls

Hi raft / all,

I tried to test a monster animation in jPCT with bones. The model and animation was prepared by my artist in 3DMax,  exported by OgreMax, and converted with OgreXMLConverter and then jmeOgre2Bones. The conversion ran smoothly and my monster.bones was created. I put it into the Bones ninja demo. The animation action seemed to be correct, however the mesh was distorted, as shown in the attached picture (the one with the blue background). What stage could the problem be? Is there any way to verify the Ogre mesh/skeleton or the xml files?

Many thanks.

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raft

strange. OgreMax has a viewer, how does it look in that?

rainfalls

Thanks for your suggestion. I opened the .mesh file with  the OgreMax viewer . The model showed properly at first, but when I enabled the animation, the mesh was gone and nothing in the scene left.

I also tried to use the desktop version of bones sample "LoadBonesFormatSample.java" to load this .bones file. The model could also be shown. And once the animation was started, the mesh seemed to be drawn aside and distorted. The animated skeletons however seemed to be correct as was in Android version. The attached is the skeleton snapshot from the sample.

Is there any special operation when doing rigging or animating in 3DMax for using OgreMax?

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raft

Seems as OgreMax exports flawed data.

I'm not an OgreMax or 3dsMax expert, but I used OgreMax with Max and all was smooth. I did nothing special. Maybe there are extra modifiers on your model which interferes with OgreMax.


rainfalls

Thanks raft.

The problem has been solved by my 3d artist. I don't understand what exactly she changed but it seems to do with some "envelope" problem and was caused by something - "too large size of the effective region of skeletons". Sorry I'm not an expert at those 3dmax terms, but do hope this might make a little bit sense to others.

raft

cool, I'm glad you solved it  ;)