Topic: MULTIPLE ANIMATIONS

Hi,
I've an fbx file with a character and a bunch of animations attached to. So I've imported this file into Blender (2.74 version), chose Maratis as "Engine to rendering" in the tool bar, pushed on the "+" signs for each animations and setted up the start and end frame for each one.
But, once exported in Maratis, I can only saw just one of the animations which initially were into the fbx file.
What's wrong? Could you please explain me how I can use all the animations?
Thanks and goodbye!

Last edited by cosmo (2015-07-31 18:27:28)

Re: MULTIPLE ANIMATIONS

Can you open the .mesh file exported from blender with a text editor and copy the first lines here so I can see ?
It's xml, there is a block called <Animation> that deal with the multi-anim.

Ex:

<Animation>
    <ArmatureAnim file="sheep.maa" />
    <Anims num="2">
        <anim id="0" name="" start="10" end="10" loops="-1" />
        <anim id="1" name="" start="0" end="82" loops="-1" />
    </Anims>
</Animation>

Just to be sure, did you go in the entity properties in Maratis and try changing the current animation ?

Re: MULTIPLE ANIMATIONS

Hi Anael,
nice to meet you and thanks for your quick reply!
As you suggested,  below I copied the first lines of the .mesh file

<Maratis>

<Mesh>

<Animation>
    <ArmatureAnim file="MyCharAnims.maa" />
    <MaterialAnim file="MyCharAnims.mma" />
    <TextureAnim file="MyCharAnims.mta" />
    <Anims num="4">
        <anim id="0" name="" start="2" end="72" loops="-1" />
        <anim id="0" name="" start="2" end="27" loops="-1" />
        <anim id="0" name="" start="2" end="86" loops="-1" />
        <anim id="0" name="" start="2" end="120" loops="-1" />
    </Anims>
</Animation>

For some reason, It seems to be only one Id and no name for, instead, different animations...
Yes, I already gone in the entity properties in Maratis, trying to "switch" between the animations, but I got only the same animation at different start/end frame.
Thanks for your help!

Re: MULTIPLE ANIMATIONS

thanks,
ok so your animations should not all start at frame 2,
all animation should all follow each other, then each animation is in a different time range.

it should look more something like this :

Anims num="4">
        <anim id="0" name="" start="2" end="27" loops="-1" />
        <anim id="0" name="" start="28" end="72" loops="-1" />
        <anim id="0" name="" start="73" end="86" loops="-1" />
        <anim id="0" name="" start="87" end="120" loops="-1" />
</Anims>

You can fix it in Blender or with a text editor (to try) > when you save the mesh file it will update automatically in Maratis if you already imported it in the scene.

Re: MULTIPLE ANIMATIONS

Basically,
in Blender, all the animations need to follow each other in the timeline.
Then you indicate the range (start and end) of each sub-animation when you export.

Re: MULTIPLE ANIMATIONS

Thanks, your advice has been very useful to discovering my mistake!
My .fbx file (character + anims) comes from Autodesk Motion Builder. When it is imported in Blender, it's necessary to
"(re)manipulate/timing" every animation through NLE editor->Add Action Strip, in a manner similar to as explained in Tutorial/Example section, "MERGING BVH's TOGETHER" by Vegas.
After that, it's possible to set up the start/end frame for every anims (Ex. Idle 1-20; Walk 21-30 and so on) and export all data in .mesh format into the game engine.
And does it work very fine in Maratis!
Goodbye!

Last edited by cosmo (2015-08-03 18:02:09)