Exported animation is not accurate when using DirectX Exporter #44314
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Reference: blender/blender-addons#44314
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System Information
Windows 8.1, GeForce GTX 660 Ti
Blender Version
Broken: 2.74 and all previous
When I export an animated character to X file, the exported animation does not match the one in Blender.
There is a subtle but annoying mismatch.
Attached is a Blend file to reproduce this problem. Many other animated models have the same issue.
Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
Notice that in X file the arms go through the body.
But in Blender the arms don't touch the body.
Please help!
Issue.zip
Changed status to: 'Open'
Added subscriber: @MakKlaski
Oops... in addition...
After Step 2:
2.1) Change Rig to Object mode
2.2) Select Rig
2.3) Shift+Select the Character. Now model and bones are selected. Go to step 3.
Added subscriber: @Sergey
Chris, do you mind having a look? Thanks! :)
Dear Blender gurus,
I have manage to fix the problems myself by adding some changes to export_x.py.
It works for my particular case. You should probably make it a bit more generic.
OK, so...
You will not get issues by using plain regular bones.
But I'm using Rigify addon, which adds some complexity.
There are 2 problems:
New code in _GenerateBoneKeys after
Changes Rotation Mode of every bone to Quaternion.
2) The dreaded "Inherit Rotation" problem. SlvSpine bone has this mode turned off, but the exporter doesn't check this.
I think I should check for use_inherit_rotation, but I have not found it. So I'm just checking the bone's name.
After
It seems that this fixes the problem with SlvSpine bone.
Sergey: Thanks for bringing this to my attention!
Dmitry: Thanks a lot for looking into the cause of the problem; that's a big help! I'll take a look at this tonight and see what kind of general solution can be made.
Still having problems, now with the neck.
Because of this part I've added
I don't really understand this code
Looks like: take bone's global rotation and multiply it with local rotation or something. Doesn't make sense.
Stuck with this Inherit-Rotation-unchecked thing.
Other people are having problems in other exporters too.
http://blender.stackexchange.com/questions/10913/workaround-for-inherit-rotation-in-armature
A more robust fix has been pushed for handling bones with different rotation_mode values.
The code you've highlighted takes a bone's Edit mode orientation (local) and applies its Pose mode orientation on top of that (which is local to the Edit mode orientation) to get the posed transformation relative to the bone's parent.
I'll take a look at the Inherit Rotation issue next.
I've fixed the Inherit Rotation issue, I believe. However, Campbell had an issue with how I resolved the first problem and reverted it, making a different change. I'll push my fix for the second issue when this gets resolved.
Dmitry: I just pushed changes that should fix all of your problems. Can you confirm this?
How can I get the latest version?
OK, found it.
Works very well! I've made tests with couple of different models/animations.
The movements are exactly the same as in blender! Awesome!
Thank you very much!
Changed status from 'Open' to: 'Resolved'
Great! Glad to hear it.