exporting animation from modeling software

Blitz3D Forums/Blitz3D Programming/exporting animation from modeling software

Cousin Gilgamesh(Posted 2005) [#1]
I posted this in the "content creation tools" thread, but it would seem that not too much happens there. So here's my question. How does one go about exporting an animated mesh from his modeling software into a .x or .3ds file? When I save the object, it doesn't keep the animation information. Is there something I'm missing? (I'm using Truespace 5.2 by the way)If you're not familiar with TS, it might help to explain it to me in for a different program. Thanks.


Alienforce(Posted 2005) [#2]
I am exporting from tS as .X then i use Unwrap3D to convert it to b3d

/Alienforce


Naughty Alien(Posted 2005) [#3]
3DSMAX to B3D, X, MD2


polygoon(Posted 2005) [#4]
Lightwave -> .x -> tidy blitz coder person.

The trick here is to specialise! ;O) <shrug>


Nicstt(Posted 2005) [#5]
i use milkshape to animate, it exports to b3d:)


KuRiX(Posted 2005) [#6]
with 3dsmax and b3d pipeline you will do it too.

Forget about 3ds... no vertex animation, no multiple uv's coordinates.


Cousin Gilgamesh(Posted 2005) [#7]
does anyone know what I'm doing wrong though if I click save object and save it as a .x or .3ds? shouldn't it retain its animation information? As a caligari object (.cob), it does retain it's animation information, but for .x and .3ds, it doesn't.


Alienforce(Posted 2005) [#8]
check the settings on the x exporter...

/Alienforce


BlackJumper(Posted 2005) [#9]
Lee Page made a TrueSpace convertor that takes a .cob file and spits out a B3D. {Although I notice you ask specifically for .X or .3DS}

The version I have is 1.2 and has a copyright from 2002, so I guess it should handle TS5.2 files.

You could have a hunt in the toolbox section... my connection is running like a dog atm or I would have done that for you.


Cousin Gilgamesh(Posted 2005) [#10]
thanks a lot (I specifically noted .x and .3ds because these are the only ones that TS exports directly. B3D's are just as good for me). I will search the toolbox section. Thanks again.


Mustang(Posted 2005) [#11]
Blitz doesn't support DX8 .X, only DX7 .X... so boned characters for example don't work in Blitz even if they would look allright in other apps.


Amanda Dearheart(Posted 2005) [#12]
Hello Cousin Gilgamesh,

It looks like we are having the same problem. I encountered similiar problems with exporting .x, .3ds files with TrueSpace's product. (I'm currently using 5.1) I tried Lee Pages .cob converter, and still run into the same problem. (Thank god it was free, or I'd be out of $xx.xx right now)

My solution is to buy the GameSpace (because I could afford it) product next month which has a .b3d exporter, as well as a .dts exporter that will work with the Torque gaming engine. The two exporters will make the $199 price tag half worth the price. the rest will be to try to sell video games thst i come up with.

A cheaper solution would be to purchase the MilkShape program and use that to convert TrueSpace .cob files into .b3d files.


Cousin Gilgamesh(Posted 2005) [#13]
Ok... well to make a long story short, .x files and .3ds files don't support boned animations, so that leaves .md2 and .b3d. My 3d modeler (the person) has 3ds and we've tried about 10 times to export his animated walking man file from 3ds using b3d pipeline and milkshape3d. None of our efforts thus far have led to a successful animation in b3d. We're trying to troubleshoot, and I don't even know what's at fault, his files or my animation code. here's my code.

Graphics3D 800, 600
SetBuffer BackBuffer()
animtest = LoadAnimMesh("testanim2.b3d")
tikimanwalking = ExtractAnimSeq(animtest, 2, 132)MoveEntity camera, 0, 0, -180
DebugLog AnimLength(animtest)
Animate animtest, 1, .1, tikimanwalking

While Not KeyHit(1)
UpdateWorld
RenderWorld
DebugLog AnimTime(animtest)
Wend

With most of the files he's given me, the mesh would show up on but not animate, WHILE the debuglog showed the animation cycling through the frames. I know that at one point my animator thought that the mesh might not have been connected to the bones and thus wasn't being moved while the bones were in fact animating. So what should I do? is my code at fault, or are we exporting his files wrong? Please help. thanks