Help! Pipeline amnesia!!!
Community Forums/Developer Stations/Help! Pipeline amnesia!!!
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I used pudding's .b3d pipeline almost exclusively for all my character animations last year. Now, all of the sudden, I cannot get ANY of my pipeline exported .b3d files to play their animations. All I get is a static mesh. 1. I am using LoadAnimMesh 2. I HAVE checked "Rigid Vertices (All)" in the skin advanced paramaters dialog box in Max 3. I HAVE checked "scene root" with the pipeline. 4. I am using a biped with skin. before I export, I hide all bones in the biped. 5. In the nifty 'B3D VIEWER' that works within 3ds Max via the pipeline, my animation shows up great....it's only when I run the program in Blitz that I get a problem. 6. I have tried making a new dummy model just to test and I get the same problem... so I know it has to be ME. What am I (could I be) doing wrong? Pipeline was so easy before....I must be forgetting something. |
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Ok, stating the obvious here, but are you calling UpdateWorld() in your code???? |
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yes, but without parentheses. updateworld renderworld flip |
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OK I FOUND THE ANSWER... I don't remember it being like this before, but the pipeline exports a scene root and your animated mesh is actually a child of that root. So if you use find child then you can access the animated mesh and animate it accordingly. |
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Also remember that if you have a single skinned mesh then you don't have to add a scene root. The scene root option is provided because b3d files must have a single root. -Pudding |
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Wow..tha man himself! Thanks Pudding. Only thing is that when I try to export without scene root, I get export errors and it crashes my Blitz. I'm fine with the findChild thing for now. If you have any other advice for me re: the scene root thing, let me know. |