What I am trying to do?
create object with door in blender
create animation "open" and "close" (reversed animation) for the door
export the model + animation
load the model + animation in three.js
play animation "open" or "close" just by using their names
Where I am at?
I created a blender project which you can get here
In that project I managed to create an action "open" and to export it through three.js exporter
What is my problem?
I tried to create a second action "close", but I can't find a way to export both.
So my questions are, is it possible to have an action and its reverse stored in blender and exporter for three.js?
Am I going the wrong way? Is there a better solution to do that?
here is the exported js file.
Thanks
Unfortunately it seems at the moment you can't have a single export with multiple animations. See https://github.com/mrdoob/three.js/issues/2899.
Related
I create one new SceneKit Game in oSX, and drag the panda.scn and walk.scn from Apple WWDC FoxBuildingaSceneKitGamewiththeXcodeSceneEditor sample code into the project, it animates.
But when I create my own 3D model and animation, it doesn’t work.
If there is vetex group int he animation, XCode throw error, there is one joint in the DAE. Then how to design animation in Blender without vetex group?
if there is sub-bone in the DAE for animation, XCode also throw error on joint.
Appreciate anyone could share one complete sample with simple geometry and simple animation (vetex group?), which can run in XCode.
Thanks.
I have followed below steps on export DAE.
how to export and set up animation files from Blender3D
I'm having some difficulty exporting animated meshes from 3dsmax to Unity3d.
I've succeeded in getting transform animations to export ok, for instance if something is moving. But animated parameters on something dont seem to export, for instance the height of box.
Here are my fxb export settings
I'm guessing they are losing this information when they are turned from boxes to meshes and i must bake the animations on manually somehow but I have no idea how.
Vertex animation is not supported.
Use bones, skin the mesh and animate that way instead.
I am beginner to medium skills, I can create mesh with many polygons, I need to texture map it, those i can handle, but, how to make it Roll Up and UnRoll (I can handle the keyframe animation - but, i just don't know what to do to make the carpet unroll or rollup. Can be carpet or roll of paper towels, just need to know how to do the effect? There are tutorials how to do it with Cinema 4D or Maya - but, i want to do it on the website within the Three.js framework. Any ideas ???
Or is there a way to export the animation data from, say, Blender or Maya?
Thanks
Maybe this one?
http://mrdoob.github.com/three.js/examples/webgl_animation_cloth.html
Let's search for a tutorial on youtube to create the animation in Blender or in Maya
(e.g.: http://www.youtube.com/watch?v=tN_FZiTbaG0)
Create your animation and export your scene into collada (.dae) format
Use the collada loader "webgl_loader_collada_keyframe.html" example file to run your animation. (Replace "pump.dae" with your just exported animation in the example file.)
you could also try using this as3mod port for three.js to manually "roll" a plane. http://nikos-web-development.netai.net/blog/mod3-a-javascript-port-of-as3mod-for-three-js/
I have a complete blender file which has an animated character with two actions and I want to export it as an fbx so i can view it in unity. I did it and for some reason it is only exporting my actions and not the mesh or camera or anything else only exports the actions. Why is it not exporting my mesh I have everything selected and i have apply modifiers and include animation selected. Thanks for the help
Sounds like you are exporting in Blender with Selected Objects options set. In this case you have to select the mesh itself in object mode to export both. Selecting the armature will export animations only.
If you do have a mesh in Unity3D but can't see it in the scene, you have to fix the scale factor. It's set to 0.01 by default. So change it to 1 to see the mesh in its original size.
I've acquired a great quad model. I skinned and animated it to a rig build by a
Mel script. It works great as far as editing the animation using sliders and parameters
in Maya. When I export the file as an FBX file to Unity3D, it does not animate. Is something
being lost in the translation from Mel to the rig? Unity needs a boned rig, is this procedural rig not the equivalent of a rig built and animated with the skeleton tools in Maya? I've check that I have a 'Reference' folder, I've set keys, changed root name to "Hips".
Thanks for any insight on this question.
dDuane
If you are transferring the file with no errors and there is no animation then there are three issues to look at.
First, you may have accidentally not exported the keyframes. Make sure the box is checked to export animation on the FBX export UI.
Second, it's possible that the object that contains the actual keyframes is not being exported. When you animate using the MEL scripted GUI, find out where the actual keyframes are on the rig and make sure that object is exporting with the rest of the character.
Third, the object might be transferring fine but depending on the rig setup the connections/constraints/whatever might not be working or supported in Unity. You might consider baking the animation to the skeleton before transferring to the engine. To do this, select the skeleton, click [Edit -> Keys -> Bake Simulation].
I don't know what Maya you are using, but I've always used 2010. This is the workflow that we used for a small unity 3D game project:
Export all of the
animations in one scene as a .fbx. Be sure you just select the geometry (it
usually helps to have it all grouped, but if you can't for some reason that's
okay) and hit export selected.
These FBX export options should be checked:
Geometry:
Edge smoothing,
Tangents and Bi-normals
Animation:
Animation,
Bake Animations,
Bake Animations,
(range of animation),
step = 1
Deformed Models:
Deformed Models,
Skins,
Blend Shapes (if using these),
Curve Filters,
Resample as Euler Interpolation,
Input Connections,
Instances to Objects,
Referenced Containers Content (if using any references),
FBX File Format
Binary
FBX200900
When you bring this into Unity, set animation generation
to "store in root." If all of your
animation is in this one file (which it should be). The "split
animations" box should be checked and define the names and range of these in the
chart below. When you eventually create an animation blending script, drag
and drop it on the animation object within the player prefab, not the prefab
itself.