Question about how the animations are actually exported
by James Brad Barnette · in Artist Corner · 01/05/2007 (7:49 pm) · 11 replies
Ok I'm wondering how are the animation exported in the dsq files created? What I mean by this is does the exporter export the keyframes and/or animations curves? or is it exporting positional and rotational data for each joint for each frame of a sequence?
the reason I ask this is becasue I come from a background in doing vfx and when I rig a constrain controllers to the joints so the controllers actually have the keyframes and not the joints. None of the tutorials I have seen have used this style technique and I have not read anything that really clarified it.
the reason I ask this is becasue I come from a background in doing vfx and when I rig a constrain controllers to the joints so the controllers actually have the keyframes and not the joints. None of the tutorials I have seen have used this style technique and I have not read anything that really clarified it.
About the author
#2
Short Answer:
You can do either, but you don't need them to make your model work. On export, the animation is baked down into rotation values on the bones. It would be better to cull them out so you don't have a bunch of extra nodes floating around that need to be transformed in the engine.
so I guess I just need to find a way of using mel to make a culling list that I can paste into my .cfg file to keep them from exporting. If I have to type them all in think I will be sick.
I'm also asumming that I have to do the same for the effectors and constraint nodes that things of that nature to but I would really like to know if someone could clarify. what about group nodes in my hierarcy
? I have a rootGrp node that I have the top half of my skeleton and the bottom half both parented to. will the exporter just treat it as a joint or what?
01/06/2007 (7:46 pm)
Ok, I did find this,Short Answer:
You can do either, but you don't need them to make your model work. On export, the animation is baked down into rotation values on the bones. It would be better to cull them out so you don't have a bunch of extra nodes floating around that need to be transformed in the engine.
so I guess I just need to find a way of using mel to make a culling list that I can paste into my .cfg file to keep them from exporting. If I have to type them all in think I will be sick.
I'm also asumming that I have to do the same for the effectors and constraint nodes that things of that nature to but I would really like to know if someone could clarify. what about group nodes in my hierarcy
? I have a rootGrp node that I have the top half of my skeleton and the bottom half both parented to. will the exporter just treat it as a joint or what?
#3
I use max, but the maya exporter should work the same. What I usually do is to not link my rig controllers to the rest of the hierarchy but instead just position constraint them to the necessary bones. I also prefix the control object (and IK end effector and whatever) names with something like ctrl (so a typical rig helper may be named something like ctrl_LeftFoot and so on) , then you just have to put ctrl* on the NeverExport list in your cfg.
01/06/2007 (9:32 pm)
You are correct, the exporter just samples your animation and exports the transforms for your bones so you can rig it up however you want (and yes, that means you can have different rigs for different DSQs as long as the exported bones are the same). I use max, but the maya exporter should work the same. What I usually do is to not link my rig controllers to the rest of the hierarchy but instead just position constraint them to the necessary bones. I also prefix the control object (and IK end effector and whatever) names with something like ctrl (so a typical rig helper may be named something like ctrl_LeftFoot and so on) , then you just have to put ctrl* on the NeverExport list in your cfg.
#5
01/07/2007 (3:57 pm)
Yes, wildcards work just fine. Can't see any problems with the picture you posted, you can probably add rootGrp to your NeverExport list.
#6
Very interesting! Thanx
01/07/2007 (4:26 pm)
So you are saying that when something is omitted the hiearchy stays intact?Very interesting! Thanx
#7
01/07/2007 (8:48 pm)
Yes, you can remove stuff in the middle of the hierarchy, the removed objects transforms will even be propagated up the chain. You obviously have to be a bit careful when doing this (no mesh should be linked to the removed nodes for example).
#8
01/07/2007 (10:09 pm)
Cool, good to know!
#9
01/09/2007 (5:20 pm)
Are influence objects supported?
#10
01/10/2007 (3:18 am)
Being a 3d studio guy I don't know what the term "influence object" is referring to I'm afraid. (My initial guess would be "probably not" though, but as I said, that's just a guess until someone explains what these "influence objects" do =)
#11
01/12/2007 (12:23 pm)
Yeah they aren't
Kurt Emch