3dsmax to away3d workflow. animation problem

Software: Away3D 4.x

Glory, Newbie
Posted: 10 September 2014 06:40 PM   Total Posts: 1

I started using the latest 3ds max extensions (which are looking great!).  But I am having problems with animation.

I have been exporting using the old AWD exporter and 3ds Max 2012.  It worked fine. 
I then started using the new extensions with the new exporter with 3ds MAx 2014 and 2012.  Everything seemes to export fine except the animations. It appears that

the joint rotations and translations are not taking acount of the difference in coordinate systems of max and away3d.  (Just a guess).

I tried a bunch of things to fix it.
-I tried dropping weights for 0.1 values. 
-setting joints per vertex to all possible values
-removing bone scaling/stretching
-ensuring matrix is the same for geometry and root bone
-tried awaybuilder and my own away3d engine
-tried many models/scenes (from motionbuilder, 3dsmax, internet, etc)

They all produce variations of the same result.

I then downloaded the source for the extensions and stepped through the code in VC++.  I noticed that the matrix for each skeletonPose->joint may be shuffled

around? 

To reproduce, here is a simple example…
-Downloaded the MaxAWDWorkflow.max file from http://away3d.com/tutorials/3DS_Max_Workflow
-Load it in 3dsmax with the latest Away3d-3ds max extensions (animations should already be applied to the biped)
-select Bone001 and add a skeleton using the Away3d toolbar
-add a new Animation Clip by selecting the “New Clip from Range” button in the skeleton rollout
-Finally Export to AWD file using the Away3d toolbar

I have attached an mpeg of the strange animation

What am I doing wrong?  Any ideas?

 

File Attachments
adl_2014-09-09_20-09-05-94.mp4  (File Size: 612KB - Downloads: 151)
   
   

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