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Blender and StartPoseInterpolation
Topic Started: Aug 19 2012, 04:35 AM (156 Views)
RonBurgundy
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So I tried exporting my animated Blender model with the u3d export.

All was well until I tried StartPoseInterpolation(frame,4);

Posted Image

The picture doesn't tell all, the model will appear into view like every 6-7 seconds while it rotates?/flashes???

Tried UpdateSkeleton() everywhere but no luck.

Idears?
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Dr. Best
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Make sure, that you are using the newest beta version. I think there has been a bug fix related to StartPoseInterpolation(...) quite recently. If that does not help, I have no idea.
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RonBurgundy
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Thanks Doc, I downloaded it again just to make sure I was using the latest DLL and I was.

Has anyone else ever encountered this?

Or maybe if anybody has a rigged model in Blender with animations could they test this as well?

I'am at a loss, if I can't get this to work then it's back to Anim8or :wacko:.

Unfortunately, I think I found the answer in another topic.
Dr.Best
 

Are you talking about StartPoseInterpolation(...)? If so you'll have to find some solution yourself. I don't have Game Maker installed anymore and don't have the time for another bug fix release of U3D 2.1 currently. I'm just providing support for the export plugin, because the same code is involved into several other projects.


lol say it ain't so.
Edited by RonBurgundy, Aug 19 2012, 10:44 PM.
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Dr. Best
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Well, generally it should not be related to the export plugin. Ultimate 3D handles all models the same way no matter what their source is. There are only minor structural differences.

If it is indeed a bug in StartPoseInterpolation(...) you are out of luck. The main problem with further bug fix releases is that I have not touched the U3D 2.1 source in years. Chances that I will make things worse rather than making them better are quite high, if I start changing things. It has happened before.

In the end StartPoseInterpolation(...) has never been such a good feature anyway. Just interpolating to another pose with minimal angular velocity simply does not look realistic on character models. At my institute they are doing some fancy stuff based upon big databases of motion capture data to get better results.
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RonBurgundy
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I see I may play around with it more and post again if anything changes.

Cool to see your at a place that does some break through stuff like that though.

Thanks again for your time.
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