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
>
>
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