Ready to use models with animations

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Re: Ready to use models with animations

PostPosted by NiteLordz » 06 Aug 2016, 17:26

Yea, I am on d3d 11, and they didn't work.

When I reexport them, using it instructions, I added the -t and they worked.
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Re: Ready to use models with animations

PostPosted by Lumak » 06 Aug 2016, 19:47

Ok, good to know. I'll have to regenerate the .mdl files on the repo with tangents enabled - probably not today but in few days.
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Re: Ready to use models with animations

PostPosted by Bluemoon » 06 Aug 2016, 20:34

@Lumark, I actually used the model in your repo. The issue might probably be with the tangent as noted by cadaver
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Re: Ready to use models with animations

PostPosted by Lumak » 07 Aug 2016, 18:47

@Bluemoon, ok I updated the swat and mutant.mdl files in the repo. They should work properly now.
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Re: Ready to use models with animations

PostPosted by Lumak » 14 Aug 2016, 20:50

I've been working on the AssetImporter to squash "$AssimpFbx$" nodes that's generated for several Mixamo characters. This method saves me time from manually editing all joints with pivot transforms in Maya.

See the first page, http://urho3d.prophpbb.com/topic2251.html
Last edited by Lumak on 22 Aug 2016, 03:51, edited 1 time in total.
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Re: Ready to use models with animations

PostPosted by TheSHEEEP » 15 Aug 2016, 12:02

Is there a reason not to do that automatically?
And instead create an option to disable the feature.
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Re: Ready to use models with animations

PostPosted by Lumak » 15 Aug 2016, 16:44

@SHEEP
Good question. I've considered having this option set as default but have two reasons why it's not yet. First is I don't know how prevalent this problem is. I have bought some models with fbx files and couple models had few $AssimpFbx$ ($fbx for short from now on) bones generated but not in the extent which generated near 200 like some mixamo models.

Is it common? I don't know the answer.

Second is while it's it's common to have multiple $fbx nodes per bone in models, I have yet to see multiple $fbx nodes per bone articulated in animation. I haven't sampled enough mixamo animation files to know if there exists such case. If they do exist then complexity of extrapolating animation would became significantly more difficult; something that would require testing.

If anyone finds an fbx model that cannot be animated using this option, whether it's mixamo model or your own, I'd like to get my hands on it for testing.
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Re: Ready to use models with animations

PostPosted by Lumak » 19 Aug 2016, 18:36

Added a few more mutant anims in the repo.
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Re: Ready to use models with animations

PostPosted by Lumak » 21 Aug 2016, 20:36

Added two more Mutant layer animations: Throw and HitHead. And with that, I'll say the Mutant sample animation is now complete.
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Re: Ready to use models with animations

PostPosted by weitjong » 23 Aug 2016, 01:20

Thanks for sharing them!
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