3

Resolved

Make sure component works on FBX files

description

I tested the component with an FBX file and the animation was imported such that each joint had a separate AnimationContentDictionary.
 
I need to find out if this is the case for all FBX files, and if so, combine the animations in the processor.
 
Also, I need to make sure the component works on fbx files.

comments

mnikonov wrote Nov 27, 2006 at 5:56 PM

According to my tests, it does not work on FBX files with Microsoft importer.It seems to me that Microsoft importer ignores skin weights.

dastle wrote Nov 27, 2006 at 10:05 PM

It also seemed to me that its impossible to store more than one animation with the microsoft importer. This raises the question of making our own importer, but I think we should wait till XNA final.

mnikonov wrote Nov 28, 2006 at 11:42 AM

There is an interesting post on MS forum about FBX and skin weights:http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=900417&SiteID=1

It apears that MS importer does import skin weights.

mnikonov wrote Dec 8, 2006 at 2:44 PM

here is another interesting post by Jon Watte: https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=235605&SiteID=226

Inside the Processor for a .X mesh, I get a vertex buffer for the mesh which contains bone indices. I also get a set of Bones on the Model, each of which has an Index. Unfortunately, they don't line up; the Bones collection has more bones than the vertex buffer uses, and the indices aren't the same.I can find no way to figure out which bones are mapped by a specific mesh instance -- hence, skinning is impossible to get right. Rigid animation works, because the connection to a bone is made through the ParentBone object, not through an index.

Repro Steps1) import a skinned .X file with animation2) attempt to write a skinning routine3) realize that the "Index" parameter on the ModelBone has no correlation to the bone indices in the mesh vertex buffer

dastle wrote Dec 13, 2006 at 3:57 AM

Hopefully the 1.0 fbx importer will work for skin weight importation. If not... well... I guess we all know what that means :(

wrote Dec 27, 2006 at 2:00 PM

wrote Dec 29, 2006 at 5:01 AM

wrote Jan 4, 2007 at 5:07 PM

wrote Mar 15, 2007 at 6:57 PM

Moved from deleted structure \animationcomponents\Project Structure\Basic Animation Component

wrote Feb 14, 2013 at 7:40 PM

wrote May 16, 2013 at 9:34 AM

wrote May 16, 2013 at 9:34 AM

wrote Jun 14, 2013 at 7:13 AM