Hi Lena, As I mentioned in my previous email, we cannot provide support for the transition editor at this time.
However, I think the more import point is that the transition editor art pipeline is not appropriate for facial animation. I would strongly suggest you use the OgreViewer provided in our system. First run OgreViewer, then run: sbm-fltk.exe -host=localhost -facebone This will enable the OgreViewer Brad character with bone-based control of his deformable mesh face. Then, for your own research, you should investigate exporting your character to Ogre (the Ogre3D site should provide plenty of help on this). Even if this uses a custom skeleton, the transition editor is only necessary for display solid-body geometry in our internal viewer. By internal viewer, I mean the OpenGL fltk window in the SBM process that, by default, comes up with the doctor character. Anm Lena Panova wrote: > Hi, > Thank You very much for your previous answer. > > I'm undergraduate student from Russian State University for the Humanities, > Architectural Intelligence dept. My research work includes creation of > scripted face animation. I heard about SmartBody from my supervisor. > > Now I am trying to export my own model from Maya to SmartBody with the help > of Transeditor using sk and obj scripts, and I also received exploded > skeleton geometry in transeditor, but the problem is that the coordinates of > different parts are displased and I still cant understand what I`ve done > wrong. Skeleton and geometry connected in write way I think. May be there is > simple answer for this question? > > I have also read information in the mail arhive and don`t understand what you > ment about internal viewer, external renderer > (http://www.mail-archive.com/[email protected]/msg00061.html). > May be it will help me with my next steps... > > I am sorry for so many questions, but I hope your answers will help. > > Tnank You, > Lena Panova > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Smartbody-developer mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/smartbody-developer > ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Smartbody-developer mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/smartbody-developer
