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Problems with animations; Animations arent playing!!!!
Topic Started: Aug 17 2012, 01:59 PM (438 Views)
gmfun
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I am new in animating.
Some time ago I tried to crete a simple robo model with a simple skeleton animation.
I used modifier "Armature" (in Blender).
Then I exported model to U3D model file format.
In GM I set up variables
frame = -1;
first_frame=1;
last_frame=5;
But animation isn't playing!
Help,please.
Here you can download zip arhive with .u3d model file, .blend file and GM project.
My blog
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Satyr
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I'm not sure how the blender u3d exporter works, but i'd try exporting to something like .3ds or .x to see if blender is in fact exporting the animations.

otherwise it could just be exporting the mesh itself. I also don't use blender, and i'm not even sure the u3d exporter for that modifier would even work, so i'd probably say, if that doesn't work, i'd try making a manual skeletal rig, I use 3ds max, so i don't entirely know how hard it'd be for you, but I know it's definitely possible
The feeling of homesickness never goes away when you return to your parents home from years of being away.

same goes with the smell of ash and smoke from the day you set it ablaze.
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Dr. Best
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You better ignore most of what Satyr said, because it is wrong or bad advice.

I recommend that you do not set first_frame and last_frame, if you want to see whether your animations have been exported at all. The export plugin exports one action after the other, so it might not be playing the one you want. Also make sure that you have the source set correctly for animations in the exporter.
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Satyr
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:doh: thanks for correcting me Doctor, like I said I have no clue how the U3d blender exporter works.

Either way, Dr best knows what he's talking about :P
The feeling of homesickness never goes away when you return to your parents home from years of being away.

same goes with the smell of ash and smoke from the day you set it ablaze.
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user240485
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I realize it's rather late but I checked your zip file. First you didn't export your animations you exported only the mesh it seems. There is a drop down menu in the blender exporter that says "animations settings" I think that by default is set to no animations. I quickly reexported your model using "animation with constraints" but ran into another problem. This time with your .gmk

In the models object create event your setting the frame variable to -10 . Yes you can control frame speed by using a negative number, but at -10 your moving at about ten times a step. and with only 5 frames of animation your moving so fast that really can't see any animation being played (maybe some jittering) slow it down to -1(new frame every step, still kind of fast) or -.5(half that animation speed). Also in your model's object in the step event you have "frame = 2;" before the U3d step call. All your doing it resetting the frame to 2 (which is a standing still frame). The U3d step call updates the model so that everything you did during that step is reflected on the model (including changing to a new frame).

After quickly correcting these you now have a walking block stick figure man. Hope this helps.
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gmfun
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user240485
Aug 29 2012, 03:21 PM
I realize it's rather late but I checked your zip file. First you didn't export your animations you exported only the mesh it seems. There is a drop down menu in the blender exporter that says "animations settings" I think that by default is set to no animations. I quickly reexported your model using "animation with constraints" but ran into another problem. This time with your .gmk

In the models object create event your setting the frame variable to -10 . Yes you can control frame speed by using a negative number, but at -10 your moving at about ten times a step. and with only 5 frames of animation your moving so fast that really can't see any animation being played (maybe some jittering) slow it down to -1(new frame every step, still kind of fast) or -.5(half that animation speed). Also in your model's object in the step event you have "frame = 2;" before the U3d step call. All your doing it resetting the frame to 2 (which is a standing still frame). The U3d step call updates the model so that everything you did during that step is reflected on the model (including changing to a new frame).

After quickly correcting these you now have a walking block stick figure man. Hope this helps.
Thanks to everybody and espesially to user240485.
But I want to ask : what version of Blender do you have,because my Blender shows error when exporting u3d model with "animation with constraints" choosed.
Can you tell me what version are you using because Blender v 2.57 and v2.63 are invalid for that operations.

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gmfun
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I tryed to download other versions of Blender but some of them aren't compatibale with U3D exporter and other (2.49, 2.60,2.59)
aren't running on my PC.
Please help me.
Tell me correct version.
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zelda4evr
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blender 2.60 32-bit windows
blender 2.60 64-bit windows
BlenderToU3D(use io_export_u3d_blender26)

This is what I use and it works perfect, sometimes you have to tweak the settings of the exporter but it's really no big deal at all. Sometimes I export and my character is swinging his arms, I check one box in the exporter and everything goes back to normal ;)

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user240485
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I personally use 2.59 with the newer 2.6 exporter(version 9.1) the same as in the link above.
I haven't personally tested it out 2.63a with 9.1 exporter.

If "for some reason it's not running on your computer" your best bet is to head to the blender forums and ask since they probably will have more luck with tying to figure out why it doesn't work. But we might be able to help, could you elaborate.
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