Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
Skeletal Animation from dotXSI

Skeletal Animation from dotXSI

2005-01-03       - By George Christacopoulos

 Back
Hi all,

We are in the process of upgrading the animated horse models in our game.
The original models were developed in 3dStudioMax and I was able to fairly
easily use the skeletal animation data and bone hierarchy from there in our
custom viewer.

The new models  and animation  have been created in SoftImage  4.2 and now
I'm battling.  

The quickest way I could think of  to convert the animation from dotXSI into
a format I can use seemed to be to import the  XSI models into  3dStudioMax
and re-export.  I have been able to import some simple dotXSI models into
3ds max 4, but with limited success. I had to filter out large parts of the
dotXSI for the full horse model before I could get the skeletal structure
into 3ds, but the result in 3ds bears very little resemblance to a horse
skeleton.

My question is, is there a better way to do this , especially if I can get
all the information as I need it straight from XSI ?????

I basically need the usual hierarchy of joints attached to one or more
roots. Then for a number of keyframe samples I need either Euler, Axis-Angle
or Quaternion rotations for the joints, and transforms for the root(s). I
have searched the web unsuccessfully for ways to programmatically convert
the FCurve data (with the left tan X etc.) to keyframed rotations.

I have the Softimage FTK  3.6.2  but that doesn't really help. Does anyone
know of any other web pages ,  documentation or examples  I should be
reading?

Any help will be greatly appreciated.

Kevin




.



Disclaimer in effect http://www.videolab.co.za/disclaimer.html


<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1">


<META content="MSHTML 6.00.2600.0" name=GENERATOR></HEAD>
<BODY bgColor=#ffffff>
<DIV><FONT size=2>Hi all,</FONT></DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV>
<DIV><FONT size=2>We are in the process of upgrading the animated horse models
in our game. The original models were developed in 3dStudio<SPAN
class=387275509-03012005>M</SPAN>ax and I was able to fairly easily use
the&nbsp;skeletal animation data and bone hierarchy from there in our custom
viewer. </FONT></DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV>
<DIV><FONT size=2>The new models<SPAN class=387275509-03012005>&nbsp; and
animation&nbsp;</SPAN> have been created in SoftImage&nbsp;<SPAN
class=387275509-03012005>&nbsp;4.2&nbsp;</SPAN>and now I'm battling.&nbsp;<SPAN
class=387275509-03012005>&nbsp;</SPAN></FONT></DIV>
<DIV><FONT size=2><SPAN class=387275509-03012005></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT size=2><SPAN class=387275509-03012005>The quickest way&nbsp;I could
think of</SPAN><SPAN class=387275509-03012005>&nbsp;</SPAN> to convert the
animation from dotXSI into a format I can use seemed to&nbsp;be to import
the&nbsp;<SPAN class=387275509-03012005>&nbsp;X</SPAN>SI models into&nbsp;<SPAN
class=387275509-03012005>&nbsp;3</SPAN>dStudio<SPAN
class=387275509-03012005>M</SPAN>ax and re-export.&nbsp;&nbsp;I have been able
to import some simple dotXSI models into 3ds max 4, but with limited success. I
had to filter out large parts of the dotXSI for the full horse model before I
could get the skeletal structure&nbsp;into 3ds, but the result in 3ds bears
very
little resemblance to a horse skeleton.</FONT></DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV>
<DIV><FONT size=2><FONT color=#ff0000>My question is, is there a better way to
do this<SPAN class=387275509-03012005>&nbsp;, especially if I can get all the
information as I need it straight from XSI&nbsp;</SPAN></FONT><SPAN
class=387275509-03012005><FONT color=#ff0000>?????</FONT> </SPAN></FONT></DIV>
<DIV><FONT size=2><SPAN class=387275509-03012005></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT size=2>I basically need the usual hierarchy of joints attached to
one
or more roots. Then for a number of keyframe samples I need either Euler,
Axis-Angle or Quaternion rotations for the joints, and transforms for the
root(s). I have searched the web unsuccessfully for ways to programmatically
convert the FCurve data (with the left tan X etc.) to keyframed rotations.
</FONT></DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV>
<DIV><FONT size=2>I have the Softimage FTK<SPAN class=387275509-03012005>&nbsp;
3.6.2&nbsp;</SPAN> but that doesn't really help. Does anyone know of any other
web pages<SPAN class=387275509-03012005>&nbsp;,&nbsp;</SPAN> documentation<SPAN
class=387275509-03012005>&nbsp;or examples&nbsp;</SPAN> I should be
reading?</FONT></DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV>
<DIV><FONT size=2>Any help will be greatly appreciated.</FONT></DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV>
<DIV><FONT size=2>Kevin</FONT></DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV>
<DIV><FONT size=2></FONT>&nbsp;</DIV><FONT
size=3><BR><BR>.<BR></FONT><FONT SIZE=3><BR>
<BR>
Disclaimer in effect http://www.videolab.co.za/disclaimer.html<BR>
</FONT>
</BODY></HTML>