On Feb 19, 2009, at 4:56 PM, Paul Fishwick wrote: > I have no access. Blender has an OGRE mesh exporter. However, when > you say ".bvh files are not supported by rex avatar", I interpret this > to (...) > 2) to create animations, one must use the ".skeleton" Animation Pack > .skeleton file contain the keyframes (since .bvh is not used) and is > the .skeleton file also used
yes, .skeleton is the Ogre animation format. the Blender Ogre Meshes and Animation exporter, the normal exporter that you probably are using, exports always a .mesh and .material file, and when the thing you are exporting is an armature (the Blender name for skeleton) with animations (in Blender: actions), a .skeleton too, which indeed has the animation data (every frame and not just keyframes IIRC, as Ogre does not support constraints etc. similar to movie animations so the animations are 'baked' upon export) bvh is just another format, at least in principle you can import it to e.g. Blender to convert to the Ogre format, but you need to have a compatible rig then. IIRC the Blender bvh importer actually creates a bvh skel for you, but actions are reusable cross rigs so you can use the imported ones with any, as long as you have the bone names according to the bvh convention. > for vertex animation? i don't remember how vertex animation (shape / morph keys) are, perhaps in the same file. > -p ~Toni --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
