spotlope
FSDevConf team
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I've been doing some testing and research today, and it seems that I'm not completely crazy - there is definitely a problem with how Blender is exporting bone animations.
I made a simple test file that uses 3 bones to animate a simple 4-sided column with 6 segments. It wags back and forth, starting in the "wag to left" position. For reference, here's a video of what I see in Blender:
As a control, I had a friend do the same animation in 3DS Max and export to an animated MDL. I did the same. We examined both of the resulting MDLs in ModelConverterX.
The result was that the 3DS Max MDL animated in MCX exactly as it looked in the 3D program, which is what I'd expect. The MDL exported from Blender, however, gave a completely different animation, and looked nothing like the animated movement in Blender.
The crux of the problem seems to be the setting of the starting transformation/rotation on frame zero in the Blender export. Frame zero in the 3DS Max version already had the transforms applied correctly. In Blender, however, frame zero seems to always start with the resting pose, with all calculations being applied to that instead of a transformed pose.
I've been advised to simply deform my resting pose to match what I want to see in frame zero. That does indeed work, and I've done it successfully. However, that assumes a fairly simple animation, and leaves out the possibility of importing much more complex character animations from sites such as Mixamo.
What I'm aiming for is to figure out and fix the Blender animation exports so they match that of 3DS Max.
I've attached a zip with the .x, .xanim, and .mdl files for both the Blender and 3DS Max versions of this object. I'd appreciate it if anyone with knowledge of the internals of exporting Blender files could have a look and maybe give this some thought. I'm doing the same, of course, and will let everyone know if I come up with any insights.
thanks,
Bill
I made a simple test file that uses 3 bones to animate a simple 4-sided column with 6 segments. It wags back and forth, starting in the "wag to left" position. For reference, here's a video of what I see in Blender:
As a control, I had a friend do the same animation in 3DS Max and export to an animated MDL. I did the same. We examined both of the resulting MDLs in ModelConverterX.
The result was that the 3DS Max MDL animated in MCX exactly as it looked in the 3D program, which is what I'd expect. The MDL exported from Blender, however, gave a completely different animation, and looked nothing like the animated movement in Blender.
The crux of the problem seems to be the setting of the starting transformation/rotation on frame zero in the Blender export. Frame zero in the 3DS Max version already had the transforms applied correctly. In Blender, however, frame zero seems to always start with the resting pose, with all calculations being applied to that instead of a transformed pose.
I've been advised to simply deform my resting pose to match what I want to see in frame zero. That does indeed work, and I've done it successfully. However, that assumes a fairly simple animation, and leaves out the possibility of importing much more complex character animations from sites such as Mixamo.
What I'm aiming for is to figure out and fix the Blender animation exports so they match that of 3DS Max.
I've attached a zip with the .x, .xanim, and .mdl files for both the Blender and 3DS Max versions of this object. I'd appreciate it if anyone with knowledge of the internals of exporting Blender files could have a look and maybe give this some thought. I'm doing the same, of course, and will let everyone know if I come up with any insights.
thanks,
Bill