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Are 3D animations, from an FBX or .X file, supported?

The viewer shows the animation name, but pressing the space does not play the animation.

Does the scene config need specific flags to enable animation?

I have used the scene files, from 01_loading_3d_objects tutorial, to do the conversion. The model and textures work fine.
Hi!

Animations are supported, both skeletal (vertex skinning) animation and blend shapes. Ideally, you should use FBX files, as the FBX SDK we are using for conversion is somewhat more complete than the other importers provided with the ASSIMP library.

However, the sample files currently present in the tutorial do not contain any animation. Did you try with your own file(s)?

I am going to add another sample that includes animation. Alternatively, if you wish, you can send me your file and I will provide you with a config file for conversion (send me an email to christopher.dissauer (at) spraylight.at )

Thanks for your patience!
One quick thing to mention: If you already converted your own file containing skeletal animation, it may be necessary to adapt the instance parameters for the output file, so that the converted meshes perform skinning on the CPU. Otherwise, you would need to provide a shader that performs GPU skinning, or the animation is not shown in the viewer.

To do so, change the following section in the scene_config.xml file you are using from
    <OutputPackage fileName="{outPath}{packageName}" packageId="{packageName}" createFolders="yes">
       <GraphInstance graphId="GraphInstance" filePrefix="graph_instance" generateMeshes="yes"/>
   </OutputPackage>

to
    <OutputPackage fileName="{outPath}{packageName}" packageId="{packageName}" createFolders="yes">
       <GraphInstance graphId="GraphInstance" filePrefix="graph_instance" generateMeshes="yes" useCpuSkinning="yes"/>
   </OutputPackage>
Find attached a ZIP archive containing an animated character from

http://tf3dm.com/3d-model/army-pilot-ful...57044.html

Extract the contents of that archive to the folder

murl_tutorials/chapter03/01_loading_3d_objects/data/orig

and start conversion via the convert_army_pilot.sh or convert_army_pilot.cmd script.

If you have any further questions, feel free to post a reply or start a new thread.
Best regards,

 dizzy
(09 Aug 2016, 9:18)dizzy Wrote: [ -> ]One quick thing to mention: If you already converted your own file containing skeletal animation, it may be necessary to adapt the instance parameters for the output file, so that the converted meshes perform skinning on the CPU. Otherwise, you would need to provide a shader that performs GPU skinning, or the animation is not shown in the viewer.

That was it, thank you.
(09 Aug 2016, 10:04)Rastervision Wrote: [ -> ]
(09 Aug 2016, 9:18)dizzy Wrote: [ -> ]One quick thing to mention: If you already use pellet smokers and converted your own file containing skeletal animation, it may be necessary to adapt the instance parameters for the output file, so that the converted meshes perform skinning on the CPU. Otherwise, you would need to provide a shader that performs GPU skinning, or the animation is not shown in the viewer.

That was it, thank you.

Hi Dizzy, I followed those steps but the conversion just doesn't want to start. What could be the issue?