Hello,
I have trouble exporting any kind of skinned animation file for matrix palette skinning (using maya 2008):
No matter what settings I tried, the animation won’t work properly. Most of the time it seems that the bone assignment/weighting is not working at all.
The animation looks like if there would just be a simple rotation for the whole model going on.
(Export skin modifiers, export controllers and export matrices are all checked)
The example .pod file from the matrix palette skinning example (the mallet) animates perfectly fine.
But even the most simple skinned animation that I export doesn’t animate the way it should.
Is there anything special to be aware of when exporting a skinned mesh with bones .pod file from maya?
Best regards,
Phil
Hi,
Hello,
I’m experienceing the exact same problems as phmaho. I’ve tried setting “max bone influences” to 3, but the problem still remains.
I’ve sent you my scene to devtech@imgtec.com
Thanks,
Rickard
Hi,
- Export controllers was enabled.
- Export skin modifiers was enabled with max simultaneous matrices set to 9.
- In the vertex vector formats options I had bone indices set to unsigned byte and bone weights set to float.
If you have any problems when using these settings send us your .pod file and we'll take a look.
Hi,
Thanks for your answer.
Unfortunately, the results were still the same. The animation is there, but it almost looks like the entire mesh is skinned to the root joint, as the whole mesh is spinning around instead of bending.
I've sent you my .pod file and a screen of the settings I used.
By the way, do you have any idea of when we can expect a new version of the PVRShaman? I read here on the forum that it's going to support viewing of skinned meshes.
Thanks,
Rickard
Rickard2009-02-10 08:48:40
Hi,
Hi,
We’re testing it by loading it into the “MatrixPalette” example. The mallet example .pod animates perfectly fine, but as mentioned above, our mesh is spinning around instead of bending.
Thanks,
Rickard
Hi,
We’ve managed to solve the problem. The key was to animate every single translation,rotation and scale value for all the joints, and to leave the “export matrices setting” unchecked.
Still weird though, that you need to animate all values for the Maya exporter to work.
Thanks,
Rickard
Hi,
We’re using the MatrixPalette example ported by Oolong Engine. No other modifications has been done in the code. We’re running the example in the iPhone simulator.
Regards,
Rickard
Hello,
I could resolve all animation problems using the settings and suggestions posted in this thread. Thank you very much.
One important thing I want to add is that matrix palette skinning does not work correctly within the iPhone simulator. But if exported properly, it works fine on the actual device.
P.S. Sorry for my long absence from this thread (we just had to switch to different creation tools in our artistic pipeline), and I just came back to do some animation export recently.
Hello,
I’m trying to get animations to export correctly and play them using the latest distribution of PVRShaman which supports skinned animations.
My models are exporter but when animated, they look like 3 models were in the scene and the animation is totally screwed up.
Any help would be greatly appreciated!! I can sen you the maya and pod files I’m using so you can check them!
- Ricardo
My models are exporter but when animated, they look like 3 models were in the scene and the animation is totally screwed up.
Any help would be greatly appreciated!! I can sen you the maya and pod files I'm using so you can check them!
- Ricardo
Awesome! I just sent you the files. Keep me posted!
- Ricardo
I sent you the files. Thanks a lot for the help!!
Anyone know if triangle strips with bone batching has been fixed or is being worked on?
I am having an issue a bit similar to skumancer. Every skinned mesh I’ve tried (even the most basic one) looks like it exploded in Shaman and on the iPod. I’ve tried every solution posted here, but to no avail. I even took a look at the skinned model examples in the Shaman examples folder, and they have the same problem.
We’re using Maya 2008 and OGLES 1.1. I will email you my files and an image of what I’m seeing.
I can testify that it does work, you just have to fiddle with it. I got strange pointy mesh animations when I tried tri-strips. Only triangle lists work atm. And for 2008, in order to get the example code to work I had to set bone indices to “unsigned byte”. Also if your bone influences per vert are more than 4, it crashes the example code, but ran for me in pvrshaman. Hope that helps.