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Supported animation rig types   Message List  
Reply | Forward Message #202 of 293 |
Re: [RawKeeUsers] Supported animation rig types

Telene,

About a year I ago I ran into the same problem. After some experimentation I came to the unfortunate conclusion that RawKee has some serious limitations and is incapable of handling any complex  hierarchies which are done routinely in Maya rigging for animation purposes. What you are saying now makes me think that there was no improvement to this problem since. That's too bad, RawKee had the potential of becoming a great tool, but I guess 'that's life in the open-source': It is not always the most reliable route (and at the end you might be paying more for something that was supposedly free...)

I recently read about a plug-in called Called ColladaMaya by feeling software.
http://www.feelingsoftware.com/content/view/55/72/lang,en/

I haven't had a chance to try it out but I believe it could export animation to x3d.

If you try it out - please let me know if that works -

Thanks,

h


----- Original Message ----
From: telenejohnston <telene@...>
To: RawKeeUsers@yahoogroups.com
Sent: Tuesday, August 7, 2007 2:30:27 PM
Subject: [RawKeeUsers] Supported animation rig types

Hello,

I'll be using RawKee to export a fully animated character for use in
the Flux Player. In preparation, I attempted exporting an animation
of a previously made character (all done in Maya 7.0), but was unable
to do so. A colleague who is more familiar with RawKee informed me
that there are multiple model/rig constraints that must be observed,
which my older model violated.

For instance:
- The model must have only one material, and the UVs must all be laid
out within a single map in the 1-to-1 space. (Is this fully accurate?)

While reviewing the "Character Rigging and Animation" tutorial
available from the RawKee homepage
(http://onaslant. ndsu.edu/ x3d_content/ rawkee/), I noted many specifics
that must be met in order for a model to export properly. I had a
brief question in regards to this tutorial.

1) Under "Important Items to Remember", item #1 states:
"Your root joint must be a child of a transform node. From now on I
will refer to this transform node as the "avatar node". This avatar
node should have no additional children except for the children that
are placed within it by the X3D Character Editor."

I simply want to clarify that this avatar node is created in Maya (or
other 3D package) and the skeletal system is parented to this node all
*before* utilizing the X3D Character Editor. If I have misunderstood,
I'd appreciate elucidation.

However, I have a couple of questions that were not answered in that
tutorial.

1) Is there a minimum/maximum/ optimum number of bones allowed?
2) Are blend shapes supported for facial rigs, or is a bone-driven
system a better option?
3) How is file referencing handled with the exporter? The method I use
for creating an animation rig involves several levels of file
referencing in order to keep the main rig file to a manageable size.
Is this method supported by RawKee?

Many thanks,
--
Telene Johnston
3D Character Artist
http://vulpinedesig n.com/
telene@vulpinedesig n.com
415.515.0204




Wed Aug 8, 2007 10:24 am

haggaigoldfarb
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Message #202 of 293 |
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Hello, I'll be using RawKee to export a fully animated character for use in the Flux Player. In preparation, I attempted exporting an animation of a...
telenejohnston
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Aug 7, 2007
6:33 pm

Here are the answers to some of your questions. ... Yes and no. You're UV maps can be outside of 0-1.... you're texture will be inside the UV 0-1 range though....
Aaron Bergstrom
ftlabs
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Aug 8, 2007
6:15 am

Aaron, Thanks a bunch. This was an extremely helpful response, and I very much appreciate you taking the time to answer so fully. Truly, -- Telene Johnston 3D...
telenejohnston
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Aug 8, 2007
7:06 pm

I'm giving serious consideration to adding Collada export to RawKee. What's the general opinion of this user group. Would users like to see Collada export? ...
Aaron Bergstrom
ftlabs
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Sep 24, 2007
5:09 am

There is at least one project doing this. The source may be available I don't know. http://www.feelingsoftware.com/content/view/55/72 ... Shawn Kendall ...
Shawn Kendall
shawnkendall
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Sep 24, 2007
6:42 pm

Yeah, after looking into it, I think it may just be best to make the RawKee custom nodes compatible with the collada exporter. That may mean either creating a...
aaron.bergstrom@...
ftlabs
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Sep 24, 2007
8:44 pm

That sounds like a good plan. Tony _____ From: RawKeeUsers@yahoogroups.com [mailto:RawKeeUsers@yahoogroups.com] On Behalf Of aaron.bergstrom@... ...
Tony Parisi
tonyparisi1
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Sep 24, 2007
9:17 pm

Telene, About a year I ago I ran into the same problem. After some experimentation I came to the unfortunate conclusion that RawKee has some serious...
haggai Goldfarb
haggaigoldfarb
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Aug 8, 2007
10:24 am

Thanks Haggai, I heard someone mention Collada at one of SIGGRAPH's co-located events, Sandbox Symposium, this past weekend. Interesting it should come up now...
Telene Johnston
telenejohnston
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Aug 8, 2007
7:03 pm

No problem, glad I could help. -- Aaron.Bergstrom@... Flickertail Interactive, Inc. http://www.flickertail.net/...
aaron.bergstrom@...
ftlabs
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Aug 8, 2007
7:51 pm
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