mmonem / blender2ogre

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"Independent Animations" option changes axis of rotations #71

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. blender: armature with single animation (=1 nla strip)
2. blender: export with "Independent Animations" option off
3. play animation in ogre
4. look at exported body.skeleton.xml
5. blender: add more (dummy) animation (>1 nla strips)
6. export with "Independent Animations" option ON
7. play first animation in ogre
8. look at exported body.skeleton.xml

expected result:

first animation looks the same in both exports (ogre and in body.skeleton.xml)

actual result:

- first animation looks different ogre when exported together with additional 
animations (seems like generally less rotation of bones, more noticable when 
many additional animations are added)
- first (=same) animation block in body.skeleton.xml has different rotations 
and rotation axis in first and second export.

(See attachments)

What version of the product are you using? On what operating system?
windows 8.1
blender 2.72b
blender2ogre 0.6.0
OgreSDK_vc11_v1-9-0

Additional Information
-> attached files body.skeleton.xml 
-> jpg screenshot from export

Original issue reported on code.google.com by ch.horis...@gmail.com on 5 Nov 2014 at 9:43

Attachments:

GoogleCodeExporter commented 8 years ago
additional info:

the esame bones where animated in first and additional nla strips

Original comment by ch.horis...@gmail.com on 5 Nov 2014 at 9:46

GoogleCodeExporter commented 8 years ago
Just curious, how'd you get blender2ogre to export a .skeleton?  I can't seem 
to even get that far

Original comment by joe.robo...@gmail.com on 11 Nov 2014 at 10:52