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PostPosted: Wed Sep 07, 2011 4:23 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi Everyone and IPI developer,

we have a little problem with the export of the bhv´s for Blender.
The animation looks pretty good, but there is a problem with the root of the Bone (Hips).

Normally in Blender, the root has the same Position in the "editmode / posemode, and the Objectmode.
But when we import a bhv created with ipi Studio, the Rootbone has not the same position in the editmode/posemode as in the objectmode.

Normally we can this fix with a clear option "clear position". Then the Armature has the correct same position like the Armature in the Editmode.
But if we start to play the animation, the Armature jumps up to the old position like before.

It seems, this bhv use 2 positions :). This can be a little mistake in the exporter, but im not sure.
In the objectmode, the Armature foot are on the x/y axis.
In the editmode the Parentbone (Hips) jump to the x/y axis.

Can ipi fix that? Because, we want to use Ragdoll with this animations. And normally in a Game, we must use "clear to Obdata" in Blender.

I have create a video for you to show you the problem in pictures :).

http://www.youtube.com/watch?v=quMHn1wY_6E

Hope you can help us.

Best regards Radiac


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PostPosted: Thu Sep 08, 2011 12:33 pm 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Nobody a idea for this problem?


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PostPosted: Thu Sep 08, 2011 8:10 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hi,

This seems like a difficult problem.

I use BVHacker to convert the files usually.

I output as a MB bvh file then I use bvhacker to convert the file into a more managable skeleton.

If you post your file I will look at it.


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PostPosted: Fri Sep 09, 2011 11:18 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi MrBones :),

you dont need a bhv file from me. U can recreate the problem, if u take any bhv file you created with ipi Studio. Then export it to Blender bhv.
If you have blender 2.49 or higher you can go to the import Menu and import a bhv with standart importsettings of Blender.

Now u see the Armature in t-pose. When you now switch from Objectmode to edit or Posemode, the Armature will change the position down or up.

It looks like if the exporter use 2 different positions...

And thats my problem. We want to create a Ragdoll with the armature and the animations. But with that problem, it will not run.
We need a fix!!! ;)


Best regards Radiac :)


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PostPosted: Sat Sep 10, 2011 6:47 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Can you export your armature as a bvh or fbx or dae file to import into ipi as a target character?

Thanks and Cheers


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PostPosted: Sun Sep 11, 2011 3:02 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi Mrbones,

at the moment i use the ipi standart Armature for our model.
So this is the same Armature like in ipi Studio.

Regards Radiac :)


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PostPosted: Tue Sep 13, 2011 11:26 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Ok, So whats the problem?

Is it switching positions from physical mode?

I mean, is it jumping up inposition or down below the floor in blender?


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PostPosted: Tue Sep 13, 2011 11:35 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
The problem is, there are 2 Rootpositions.

In the Animation and Editmode exist one, and in the absolute World Position in the Objectmode there is a different position.

Normally they must have the same position.
When we put our Model in the Game, we must set the Model always into the bottom to have it on the bottom in the game when the Animation start to run. (In T-Pose, the position is correct. First after the t-pose, the animation will de pose in the world.)

It seems, here was tried to put the feets on the x/y axis in blender (in the Objectmode). But in the Editmode, there was the Rootbone (Hips) onto the x/y axis.

And when we use a animation, the Player jumps into the bottom or he is flying. Maybe a exporter problem?

Best Regards Radiac


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PostPosted: Tue Sep 13, 2011 7:38 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Can we just cut off the tpose from the animation and use a centered tpose to skinn the mesh to the rigg?


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PostPosted: Wed Sep 14, 2011 3:36 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi mrBones,


i always cut the t-pose from all bhvs, i had created. Then the animation (in Frame 2) jumps to the position on the z -axis, where the Armature is in the editmode.
You have no chance to create a animation in Blender with the same position.

Some IPI Developer has read this Thread?

Can you help us?

Best regards Radiac


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