Good Blender Animation, Bad DTS Animation (Pictures)
by Kevin Roberts · in Artist Corner · 08/19/2005 (8:44 pm) · 8 replies
Hello there,
This is my first post on the forums here, because I'm absolutely stumped. I animated my robot in blender just fine, and I must admit I am very proud of his life-like walking (it's a first for me). After a few errors I finally got him to export with two sequences (Walk and Shoot), but no materials. Upon loading the DTS with ShowTool Pro, I discovered my sequences were completely frazzled by the exporter. Then I remembered how I fixed the animation in my simple one-sequence, two-bone model, by using a little doo-hickey called "Apply Size and Location". Apparently it's needed to export properly. After "Applying Size and Location" and exporting once more, my shooting animation was working perfectly, but my walking animation remained a little less frazzled, here are some comparison snapshots taken in generally similar increments:
Blender

ShowTool Pro

As you can see, when I want his arm to go down to the ground, he goes up, and way in front. The arms also seem to always be more forward on his torso in the DTS than in the .blend. If anyone has suggestions on how to fix this, I would greatly appreciate it.
P.S. If you see the other thread, I'm truly sorry about that, I thought I could delete it but apparently a moderator needs to delete it :(. It just had way too high res pictures that were wasting space, and I didn't want anyone to stumble upon them and complain.
Thanks!
This is my first post on the forums here, because I'm absolutely stumped. I animated my robot in blender just fine, and I must admit I am very proud of his life-like walking (it's a first for me). After a few errors I finally got him to export with two sequences (Walk and Shoot), but no materials. Upon loading the DTS with ShowTool Pro, I discovered my sequences were completely frazzled by the exporter. Then I remembered how I fixed the animation in my simple one-sequence, two-bone model, by using a little doo-hickey called "Apply Size and Location". Apparently it's needed to export properly. After "Applying Size and Location" and exporting once more, my shooting animation was working perfectly, but my walking animation remained a little less frazzled, here are some comparison snapshots taken in generally similar increments:
Blender

ShowTool Pro

As you can see, when I want his arm to go down to the ground, he goes up, and way in front. The arms also seem to always be more forward on his torso in the DTS than in the .blend. If anyone has suggestions on how to fix this, I would greatly appreciate it.
P.S. If you see the other thread, I'm truly sorry about that, I thought I could delete it but apparently a moderator needs to delete it :(. It just had way too high res pictures that were wasting space, and I didn't want anyone to stumble upon them and complain.
Thanks!
#2
08/19/2005 (9:29 pm)
Do I have to set a pivot point? I assumed that the bone would pivot around the joint as it does in Blender, but there is obviously something wrong. I tried other things, I tried setting the keyframe to LocRot instead of Rot, and nothing happened. I tried setting location keyframes for all the bones in all the frames, and it did nothing. I'm truly baffled.
#3
Sometimes it helps to re-do the rig - oddly placed bones, or even incorrectly placed ones can confuse the exporter.
P.S. You might get a better response posting in the Blender Forums.
08/20/2005 (1:13 am)
Kevin,Sometimes it helps to re-do the rig - oddly placed bones, or even incorrectly placed ones can confuse the exporter.
P.S. You might get a better response posting in the Blender Forums.
#4
08/20/2005 (10:44 am)
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#6
www.springcreature.com/index.php?option=com_docman&task=view_category&Itemid=11&...
Thanks,
Tatjana
11/06/2005 (11:54 pm)
I found some really good tutorialswww.springcreature.com/index.php?option=com_docman&task=view_category&Itemid=11&...
Thanks,
Tatjana
Torque Owner nibbuls