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2 | |
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3 | <HEAD> |
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4 | </HEAD> |
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5 | <TITLE> OGRE tutorial. |
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6 | </TITLE> |
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7 | <BODY> |
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8 | |
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9 | <H2 ALIGN=CENTER > Tutorial: Exporting a skeleton from 3dsmax 5</H2> |
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10 | |
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11 | This tutorial shows how to export a basic skeleton from 3D studio max 5. |
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12 | |
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13 | <H4> Create the scene </H4> |
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14 | <UL> |
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15 | <LI> |
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16 | Create a Box with several height segments in the perspective view.<BR><BR> |
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17 | <img src="images/intro1.jpg" /><BR><BR> |
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18 | </LI> |
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19 | <LI> |
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20 | Add bones in the front view, in order to be able to skin this box. Here I change bones height and width to 20...<BR><BR> |
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21 | <img src="images/intro2.jpg" /><BR><BR> |
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22 | </LI> |
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23 | <LI> |
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24 | Add the skin modifier to the box and attach the bones which have just been created.<BR><BR> |
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25 | <img src="images/intro3.jpg" /><BR><BR> |
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26 | </LI> |
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27 | </UL> |
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28 | |
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29 | Now, if you move or rotate the bones, the mesh will 'follow' them. |
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30 | |
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31 | <H4> Bones animation </H4> |
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32 | In order to animate the box, let's create some keys in a trackview ("Graph Editors/New track view"). Another way is to 'play with the setKey button. |
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33 | <UL> |
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34 | <LI> |
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35 | Select Bone02 for example.<BR> |
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36 | Create keys at frame 0 and 20 in the Z rotation track and move the one at frame 20.<BR><BR> |
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37 | <img src="images/trackview1.jpg" /><BR> |
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38 | Do the same thing for another bone and another axis...<BR><BR> |
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39 | </LI> |
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40 | <LI> |
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41 | <B>Exporter uses the controller tracks in order to know when it should set animation keyframes.</B><BR><BR> |
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42 | </LI> |
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43 | <LI> |
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44 | <U>The last thing to do is applying a material, or you will not be able to export.</U><BR><BR> |
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45 | </LI> |
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46 | <LI> |
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47 | Now, the box can be exported by the exporter. Select it, uncheck "export texure information" because Texture coordinates have not |
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48 | been generated by UVWMap modifier for example, and there will be an error if you try to export. Write the animation name you want, |
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49 | but it must be the same as the one you use in your OGRE application (look at the SkeletonAnimation Demo if you want a sample). |
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50 | </LI> |
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51 | </UL> |
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52 | |
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53 | But a great feature would be to export Inverse Kinematics... It's possible ! |
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54 | |
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55 | <H4> Inverse Kinematics </H4> |
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56 | <UL> |
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57 | <LI> |
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58 | Select Bone01 and go to "Animation/IK solver/HI solver", now select the last bone. This step creates an IK Chain. |
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59 | <img src="images/IK1.jpg" /><BR><BR> |
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60 | </LI> |
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61 | <LI> |
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62 | You can animate it with its track view, with a spline as a path or anything else you want. But there will not be any keys in bones controllers tracks. |
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63 | And... if there is no key, there is no animation. Just add them in a track view. You can use the controller and sub_controllers you want |
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64 | for Rotation and Position, just choose a track and add your keys. Do that to all the bones. |
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65 | </LI> |
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66 | </UL> |
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67 | |
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68 | <BR><B> That's all ! Have fun with this exporter !</B><BR><BR> |
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69 | |
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70 | <CENTER> |
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71 | <A href="../../index.html">Return to homepage</A> |
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72 | </CENTER> |
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73 | <BR> |
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74 | <BR> |
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75 | If you have seen any errors or have any suggestions, mail me at mallard@iie.cnam.fr. |
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76 | |
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77 | |
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78 | </BODY> |
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79 | </HTML> |
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