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
>
>
>
>
>
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>
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