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Up Topic General / Help and Questions / Creating animations in a ogre readable format
- - By Anonymous [se] Date 2012-07-05 13:42
Hello, I'd like to create a simple test animation (static meshes work well). I have Cinema4D, but I also could use blender (even if I use this program only for ogre mesh export). In the openclonk documentation there's only a modelling workflow but no animation workflow. Question to the devs: How did you learn how to create ogre animations? I searched for a hour but found nothing. Search criterias were: "cinema 4d ogre animation", "blender ogre animation" and "blender ogre skeleton" and so on ...
For the case the animation workflow would not be released in near future, which tutorials would you suggest?

Thank you.
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Parent - - By Zapper [de] Date 2012-07-05 15:17
At least speaking for blender, the idea is that you create your animation "normally". And then just let the ogre exporter do the rest. That's probably the same for C4D.

That means that you can use any normal Blender animation tutorial. You will probably need to work with version 2.49 though, since I believe the ogre exporter for 2.5 is not finished yet.
Quick google turned up this tutorial, no idea whether it's good, though :)
http://www.youtube.com/watch?v=l9JqKOOG1IY&feature=player_embedded
Parent - - By Matthias [de] Date 2012-07-05 19:12
Exporter for Blender 2.6 is there and works, produces broken .materials though. those need to be fixed by hand.
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Parent - By Zapper [de] Date 2012-07-05 19:14
Oh, cool, might this finally be a reason for me to upgrade blender and get used to the new interface..? :)
Parent - - By Clonk-Karl [de] Date 2012-07-06 11:52
What exactly is broken? Is it just a command which the engine does not implement and therefore refuses to load?
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Parent - - By Matthias [de] Date 2012-07-06 14:41
Well, no, I'm not sure about the details - but the last thing I exported turned out to be transparent ingame, according to clonkonaut. Maybe he can give some details.
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Parent - - By Ringwaul [us] Date 2012-07-13 21:20 Edited 2012-07-13 21:23
I recall the 2.6 exporter only exported the animation currently selected in the action editor, and for some bizarre reason rename it to "my_animation".

I read various notes about "NLA Hijacking" (a concept never explained :[ ) which would allow for multiple animation export.

Unless the 2.6 exporter has been upated since I last attempted to use it (some 2 months ago), it is really only worthwhile for exporting textured meshes.

As for the mesh being invisible when you load it into the game, that should be an easy enough fix. There ought to be a section in the modelling workflow concerning the Scene.material file. Make sure the your file looks similar to the one in the guide, and you can delete all unecessary values and properties.

Trying to use the 2.49 exporter for animations was overall fairly smooth, but you needed a specific version of python for Randrian's exporter to not throw errors on export (needed for animation blending, such as the clonk's blend file).
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Parent - - By Matthias [de] Date 2012-07-13 23:02
Oh, right, NLA-Hijacking. I did that, it works somehow! Basically, you put in all your actions one after another into NLA Strips and check the option for treating them seperately when exporting. I guess that will be fixed in the next release of the exporter though as it is a known issue.
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Parent - - By Ringwaul [ca] Date 2012-07-21 15:48
Can you provide a screenshot of what the NLA window should look like before exporting? I think that would be the easiest way to convey exactly what one (including myself) is supposed to do here. :z
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Parent - By Matthias [de] Date 2012-07-21 18:09
Yes. This is what the bird's NLA-Editor looks like.
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Up Topic General / Help and Questions / Creating animations in a ogre readable format

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