Core Posted January 13, 2018 Share Posted January 13, 2018 Hi again! So, I started my first experiments with animations. Was doing progress, but encountered a problem I can't find an answer. I recorded a video. What is going on here? Animation is "working", but vastly different in Leadwerks! In video, animation displayed first like intended in Blender, then in Leadwerks. Quote Link to comment Share on other sites More sharing options...
Core Posted January 13, 2018 Author Share Posted January 13, 2018 Added yet more simpler and "clearer" animation. First in Blender what I would like to see, then the result in Leadwerks. Quote Link to comment Share on other sites More sharing options...
macklebee Posted January 13, 2018 Share Posted January 13, 2018 (edited) Since you are making us guess by not providing the files in question, then my guess is that you haven't reset the transforms in blender prior to exporting for use in LE. Also, keep in mind that LE needs bones and keyframes that give position and rotation of those bones. Edited January 13, 2018 by macklebee Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Core Posted January 13, 2018 Author Share Posted January 13, 2018 Thanks for your response. I'm not sure what you mean by resetting transforms, but I'm pretty sure my model is in "rest" pose when exporting. And yes, I'm using bones and key frames. Here are files for the second video example, Blender file and exported files! I would really appreciate if you could look in to them! AnimationTest3_2.blend AnimationTest3_2.mdl AnimationTest3_2.mdl.xml Material.mat Quote Link to comment Share on other sites More sharing options...
Core Posted January 13, 2018 Author Share Posted January 13, 2018 Oh, I actually understood what you ment by resetting transforms! It was one problem, the second one is how I make the object appear to be one single model instead of two separate ones. If I join them before exporting, the bone moves the whole object instead of just the door. Quote Link to comment Share on other sites More sharing options...
Core Posted January 13, 2018 Author Share Posted January 13, 2018 Ok, got it working now. Thank you very much for your help! It is now obvious, that one needs to have bone for static element too I did not realize that at first. Now, soon I will be animating giant robots with hundreds of bones in no time! Working: 2 Quote Link to comment Share on other sites More sharing options...
burgelkat Posted January 13, 2018 Share Posted January 13, 2018 It may be a stupid question, but what is better for the performance: opening and closing a door with animation or using open close script? Quote Link to comment Share on other sites More sharing options...
Core Posted January 13, 2018 Author Share Posted January 13, 2018 Not sure, but I guess it is more convenient to use script for big doors where your character needs to go through, considering collision boxes etc. But for small cabinets, cases, closets etc. I think I'm going to use animated objects. But yes, I don't know is there any difference in performance. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 13, 2018 Share Posted January 13, 2018 10 hours ago, burgelkat said: It may be a stupid question, but what is better for the performance: opening and closing a door with animation or using open close script? Both are negligible but animation won't have any collision and the door script will. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Crazycarpet Posted January 16, 2018 Share Posted January 16, 2018 Out of curiosity, wouldn't the door script be quite a bit better performance wise as the engine would be able to re-use the same vertex positions and normals of the mesh every frame where as the animated door needs to have the vertices of the mesh re-computed every frame? Quote Link to comment Share on other sites More sharing options...
Josh Posted January 16, 2018 Share Posted January 16, 2018 1 hour ago, Crazycarpet said: Out of curiosity, wouldn't the door script be quite a bit better performance wise as the engine would be able to re-use the same vertex positions and normals of the mesh every frame where as the animated door needs to have the vertices of the mesh re-computed every frame? Skinning is performed in the vertex shader. It’s basically free. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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