Hi Chris I think you need this thread http://forum.openscenegraph.org/viewtopic.php?t=8161&view=next ( xml file which is not allowed to be downloaded is duplicated in Sat Apr 02, 2011 1:12 pm message )
Regards Sergey On Fri, Nov 14, 2014 at 11:48 AM, Chris Hidden <ch...@erghis.com> wrote: > Hey everyone > > So I've been doing a lot of digging trying to figure out how to get > Animations over from 3ds Max to OSG. I have 3 models in my 3ds max scene. > > I use a timeline to seperate 2 animations. I have also saved the > animations in 3ds max using: Animations->Save Animation. It saves it as a > special XML format: .xaf file it appears. > > As far as I can tell there is not a simple way. I can export the file > directly to osg or osgb format using the exporter I have installed in 3ds > Max using this plug in: > > http://sourceforge.net/projects/osgmaxexp/ > > However, when I run this and gather the animation list from the file I get > nothing: > > > Code: > osgAnimation::BasicAnimationManager * manager = > dynamic_cast<osgAnimation::BasicAnimationManager*>(node->getUpdateCallback()); > if (!manager) > { > std::string exit; > std::cout << "No animations" << std::endl; > std::cin >> exit; > return 1; > } > > const osgAnimation::AnimationList& animations = > manager->getAnimationList(); > > for (unsigned int i = 0 ; i < animations.size(); i++) > { > const std::string& name = animations[i]->getName(); > manager->playAnimation(animations[i].get()); > std::cout << name << std::endl; > } > > > > > Ok, so apparently the .3ds max plug in does not support exporting my > animations properly. > > My next step was to try and just load the .3ds file. But again, none of > my animations are showing up. > > Then I read up on osgconv. I converted my .max files to osg, obj and > tried those... with no luck. I still get no animations read from > getAnimationList(). > > After that I tried exporting to .fbx format. That originally didn't > work. I had to do a lot more reading. After collapsing all of my auto key > animations into single key frames under Motion->Trajectories AND: when > exporting to .FBX from 3DS Max Under ->Animation->Bake Animation I give > the range of my animation timeline, I was then able to see an animation > being played on screen. > > Now the problem is it plays the first animation and then the second. I > have no way of splitting the two animations. The output in my console from > cout << name was "take001". > > I did some more reading and found someone who had written a script > http://forum.openscenegraph.org//files/anisplit_138.cpp that looks like > he specifically coded it to the fellows animation. So I would have to go > in and edit my own XML file to do this. > > Finally I also read that OSG supports Blender animations. This is great, > but I have already done all my work in 3DS max and am not familiar with > Blender. > > Is this really the only way to get animations out of 3DS MAX? Am I > missing some plug in or steps? > > Aside from this the only other solution I see is exporting a different > .fbx model for each one of the animations I want to create. Cumbersome :p > > If I wanted to have several states of animations in my models, such as for > a character or hands..... how would I even be able to manage this working > in 3DStudio Max? > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=61633#61633 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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