I'm sending a simplified version of humanoid.fbx. I could remove animations for all the bones but I kept just two: LeftArmRoll and LeftForeArm (I'm sending the file just to Michael because it is quite huge).
I could just delete animation keys but not the bones themselves because without them the model would be messed up also in 3dsMax. One last note, when you open the model (also the original one) in 3dsMax or QuickTime everything works fine, but in 3dsMax you get the following warnings: *1) The following parent and/or ancestor node(s) is/are not part of the BindPose definition.* * -Humanoid:LeftHips_Dummy* * -Humanoid:LeftArm_Dummy* * -Humanoid:LeftShoulder_Dummy* * -Humanoid:Spine_Dummy* * -Humanoid:RightShoulder_Dummy* * -Humanoid:RightHips_Dummy* * -Humanoid:RightArm_Dummy* * * *2) The following object(s) use a rotation limit mode that is not supported by * *3ds Max (UseLimitsForRotationSpaceOnly). The rotation limits for the following * *node(s) will be ignored : * * -Humanoid:Spine_Dummy* * -Humanoid:LeftShoulder_Dummy* * -Humanoid:LeftArm_Dummy* * -Humanoid:RightShoulder_Dummy* * -Humanoid:RightArm_Dummy* * -Humanoid:LeftHips_Dummy* * -Humanoid:RightHips_Dummy* * * *3) The Initial position (or Initial Pose) of the skinned objects is missing. The plug-in will create a pose automatically but running the 'Assume Skin Pose' command may create unexpected results.* I guess that they can help you to better understand where the problem could be. Cheers. Alessandro On Wed, Jan 19, 2011 at 9:28 AM, Alessandro Terenzi <[email protected]>wrote: > Hi Michael, > I'll do my best to help in finding the problem and if you agree I will send > you a simplified version of the humanoid model with just 2 or 3 joints. > > Cheers. > Alessandro > > > On Tue, Jan 18, 2011 at 7:08 PM, Michael Platings <[email protected]>wrote: > >> Great, I've bumped my submission so hopefully it'll be in osg trunk soon. >> Re: poses, they have been a complete nightmare to get working so far, and >> yet there are still a few cases that don't work. If you can find what's >> going on with humanoid.fbx then you'll be my hero! I may be able to help >> more if you can get a much simpler example that demonstrates the problem >> e.g. only one or two joints. >> >> >> On 18 January 2011 15:27, Alessandro Terenzi <[email protected]> wrote: >> >>> Thank you very much Michael, >>> your fix solved the timing issue. >>> >>> Any idea/suggestion about the wrong initial-pose problem? (it happen with >>> the humanoid.fbx model available with the FBX SDK). >>> >>> Regards. >>> Alessandro >>> >>> >>> On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings >>> <[email protected]>wrote: >>> >>>> Hi Alessandro, >>>> I posted a fix a while back that may solve the issue you're referring >>>> to. If it works for you then maybe with more prodding Cedric might accept >>>> it >>>> ;) >>>> Here it is again, attached >>>> >>>> >>>> On 17 January 2011 15:43, Alessandro Terenzi <[email protected]>wrote: >>>> >>>>> Hi, >>>>> no one else is experiencing the same problems with osgAnimation and the >>>>> FBX plugin? I mean the 'initial-pose' issue (described in this thread) and >>>>> the timing issue described in another post of mine. >>>>> >>>>> Cheers, >>>>> Alessandro >>>>> >>>>> ------------------ >>>>> Read this topic online here: >>>>> http://forum.openscenegraph.org/viewtopic.php?p=35708#35708 >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> [email protected] >>>>> >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >
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