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Bug #734: Actor-ImportAnimations Refuses to Import Anims
Product:
TV3D SDK 6.5
Language:
Not Specified
Current State:
Closed
Resolution:
Fixed
Created On:
August 2nd, 2007
Last Modified:
August 15th, 2007
Reported By:
sybixsus
This is a separate bug with ImportAnimations, not related to the prior bug I reported. ImportAnimations refuses to import animations to a rig where the bone rig is absolutely identical. I've searched the forums and come up with theories from users that it requires the vertices to match, bone assignments to match, groups to match, all kinds of things.

Whatever it requires, it's wrong. In order to import animation, the only thing which needs to be identical is the animation rig. The vertices, the triangles, the vertex/bone assignments, the groups, none of these are relevant to the animation. All it needs to import is the animation, which means the bone positions and orientations at each keyframe.

Indeed, even the scale of the actor should be irrelevant. I should be able to import animations onto an actor twice the height of the one the animations were on, and the rig should adapt because the animation keys are relative to the scale of the original model and rig. In other words, if the animation has the guy jumping one unit forward, and I import that to an actor twice the size, it should jump two units forward, because relative to the bone positions in this actor's rig, that's the same key. The keys should be scaled by the scale of the actor they're being imported to.

I can't tell if scale is currently an issue as the animations are just not being imported. But since there are issues with importing, I thought I should point it out here at the same time to make sure.

I've reported it in the forum, and had other users confirm the same problems with getting the animations to import, but no official reply, so I'm elevating it to a bug report in the hope that it can be fixed.

Comments:

Posted by SylvainTV on August 15th, 2007 at 10:44 AM
Well the thing with ImportAnimation was that it was too strict with the bone hierarchy.

And a problem with DirectX system we're based on : each mesh in the actor has a bone. So if an actor does not have the same number of meshes or groups, then bone hierarchy won't match and ImportAnimations will fail.

However it's fixed now, you should be able to use it in the next release.