MD5 animation, model keep moving down

Software: Away3D 4.x

kornwaretm, Newbie
Posted: 30 September 2011 05:18 AM   Total Posts: 21

hi
I’m using away3D broomstick for 1 week. and it is awesome. i created and export MD5 from blender. i got something odd with my MD5 animation.

firstly, i think i got some indexing problem, (sorry i`m judging by eye). I’ve try to load it using AssimpView software, and everything is fine. when i load it to away 3D i got 2 triangle with false index.

secondly, i create some animation of a t-rex from walking, running, attack, and die. when the animation reach the last frame and move to beginning again, the root bone is not moved back to its original position. this caused my model keep moving down and down. setting “controler.updateRootPosition = false” make the animation looks bad.

here is the swf
i also attach my md5 mesh and animation

sorry for my bad English. I’m Indonesian.


 

File Attachments
trexRig.md5mesh  (File Size: 185KB - Downloads: 0)
trexRig.md5anim  (File Size: 208KB - Downloads: 0)
   

Richard Olsson, Administrator
Posted: 01 October 2011 07:42 AM   Total Posts: 1192   [ # 1 ]

What you are describing is essentially how skeletal animation in games work. The idea is that the animator uses the root joint to animate the movement of the characer. This helps avoid “sliding feet”, because the animation itself dictates the movement vector. However, for this to work the root joint cannot be reset when the animation loops. So this is expected.

What you should do is to re-rig your character so that the root joint only controls movement. Don’t use it to deform your character. You can then set the updateRootJoint property to false without the animation looking bad. To move the character with the right speed, check the rootDelta proprety which will be updated each frame with the movement that the root joint would have made.

   

kornwaretm, Newbie
Posted: 01 October 2011 08:48 AM   Total Posts: 21   [ # 2 ]

thanks for the reply. i think the root bone position is relative to the container’s space, and when it moves back to first frame it should back to it’s original position, isn’t it?

when i see it keeps moving down i’m sure something is wrong. it seems that the rootbone’s transformation is not completely relative to it’s space. 3Max’s biped has the hips as it’s rootbone. and it is impossible to make animation without moving the root bone like falling, get up again etc. and I’ve been using this method for 2 years with irrlicht.

please take alook again.

EDIT:
i’ve try your solution. i added one bone acting as the root bone at (0,0,0), and it solve the problem LOL . may be in other engine this one created automatically. again to ensure everything transformed relatively from containers (0,0,0) and controlable.

   
   

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