export rig with animation problem

Issues concerning rigging & Face Robot...
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shadow_ex_
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Joined: 16 Feb 2010, 14:18

export rig with animation problem

Post by shadow_ex_ » 16 Feb 2010, 15:23

hello, i have a problem

im a relatively new softimage user,
i rigged all my characters with biped (default settings) and without shadow rigs
since its 12rigs in total

all the rigs are default biped with
facerobot exported bones for game
some have chains added
and they are skin weighted...

Is there any workaround to make animations exportable with the setup i have now?
Image

thanks in advance for any reply,and nice to meet you

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Hirazi Blue
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Re: export rig with animation problem

Post by Hirazi Blue » 16 Feb 2010, 16:15

Which version of our "beloved" software are you using? ;)
Stay safe, sane & healthy!

shadow_ex_
Posts: 304
Joined: 16 Feb 2010, 14:18

Re: export rig with animation problem

Post by shadow_ex_ » 16 Feb 2010, 16:38

softimage 2010

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Hirazi Blue
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Re: export rig with animation problem

Post by Hirazi Blue » 16 Feb 2010, 17:00

I believe there were some specific FaceRobot related problems concerning animation export that "they" said they had fixed in 2010 SP1. This probably won't solve all or even most of your problems, but it's a good place to start anyway... :D
Stay safe, sane & healthy!

shadow_ex_
Posts: 304
Joined: 16 Feb 2010, 14:18

Re: export rig with animation problem

Post by shadow_ex_ » 16 Feb 2010, 17:24

there is no face robot animation though
only the game bones it created

and the same thing happens to rigs without facerobot bones at all :(

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Hirazi Blue
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Re: export rig with animation problem

Post by Hirazi Blue » 16 Feb 2010, 17:30

Hmmm, your first post caught me slightly off guard (my mistake however), where you spoke of "all the rigs are default biped with facerobot exported bones for game".

Where are you trying to export it to specifically?

Will have to think about this a bit... :-?
Stay safe, sane & healthy!

shadow_ex_
Posts: 304
Joined: 16 Feb 2010, 14:18

Re: export rig with animation problem

Post by shadow_ex_ » 16 Feb 2010, 17:46

i want the rigs to be used in a game engine

so collada fbx and .x are fine (or any other universal format that can easily be converted)

every source i checked states that there must be a shadow rig created to plot the animation
:\ i must thank you for your interest with helping out since im new here
hopefully there will be a solution...

edit
is there any way to transfer envelopes between rigs?
from the original rig biped to the shadow one which is made out of nulls (if thats possible i think i have my problem solved)

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Hirazi Blue
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Re: export rig with animation problem

Post by Hirazi Blue » 16 Feb 2010, 21:21

You might want to look into MOTOR, which offers the possibility to transfer animation from one rig to another...
(I couldn't possibly tell you more, as I must admit, I hadn't had any use for it before & failed to learn more about it) :ymblushing: :D
Stay safe, sane & healthy!

shadow_ex_
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Joined: 16 Feb 2010, 14:18

Re: export rig with animation problem

Post by shadow_ex_ » 16 Feb 2010, 22:33

thanks i'll check it as well :)

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Mathaeus
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Re: export rig with animation problem

Post by Mathaeus » 16 Feb 2010, 22:38

shadow_ex_ wrote:i want the rigs to be used in a game engine
is there any way to transfer envelopes between rigs?
from the original rig biped to the shadow one which is made out of nulls (if thats possible i think i have my problem solved)
one way to do that:
- save envelope preset (select enveloped mesh, press ctrl+e, save preset)
- create a new XSI model with skeleton for your game engine, where all deformer's names exactly match to original names.
- remove envelope from mesh, drag and drop your mesh under new model
- apply envelope, using skeleton from new model
- load envelope preset

Next time, you can envelope your mesh to skeleton for exporting (that is, 'shadow rig'), at start. When you animating, shadow rig is connected to XSI rig with pose constraints. Before exporting, you just plot pose constraints - that's all.

shadow_ex_
Posts: 304
Joined: 16 Feb 2010, 14:18

Re: export rig with animation problem

Post by shadow_ex_ » 17 Feb 2010, 11:28

thanks :) it works
the only bad thing is i cant export to fbx, but oh well

right now im exporting .xsi importing to max (i hope its not forbidden word here x_x )
and from there i can export...

shadow_ex_
Posts: 304
Joined: 16 Feb 2010, 14:18

Re: export rig with animation problem

Post by shadow_ex_ » 18 Feb 2010, 21:40

characters are now fixed thanks
i hope to learn how to make good renders to show something here :D

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