We have made a wolf that we want to use in a Panda3D game in Max.
After exporting the model/animations to COLLADA then using dae2egg, we get one file with the model/texture info, the rigging and the animation.
When viewing this in pview all we have is the wolf sitting there as per the geometry, no animation. I realise that panda likes to have separate model and animation files so I pulled out the animation part of the .egg and put it in its own egg, (making sure the and were the same name) and left the rigging in the model file. This also doesn’t work although the bar runs along the bottom of pview when I press “a” so it knows there is an animation and is playing it, it just isn’t showing.
I have tried importing into blender and using the blender .egg exporter with “animation files separate” but that seems to make just a file of the rigging and a file for the animation, not a file for the geometry. When I re-export for the geometry it throws me errors.
I’ve attached the original dae2egg with geom/rigging/anim in and the split files I fiddled with. Can someone try and test them please? What have I done wrong?
I don’t mind if I have to manually split the files every time from dae2egg but obviously a solution that didn’t include this step would be ideal.
I think that currently dea2egg doesn’t support animations.
If you’re exporting t from Max then I suggest using the export plugin.
The plugin is in \Panda3D\plugins\ you just need to copy the right files (maxegg9.dlo and maxeggimport9.dle for max v9)into ‘plugins’ in your 3dsmax directory.
I remember we tried the exporter a few weeks back and it throws us errors when trying to use it. We have max9 but it doesn’t seem to like the plugin.
Any reason for this? Has anyone else used it?
Also, I think the dae2egg converter should support animations because if you look at the files in notepad/any text editor the converter seems to have converted the animations into what looks like the right syntax (if reference it to the provided panda-walk.egg etc. files in Panda 1.7.2/models).
Not sure if it was a problem with our max (not up to date or something) or the .net runtime installation messing up the first time but we now have an animated wolf so thank you for your replies wezu
@rdb Although dae2egg didn’t work in terms of when inside pview, if you look at the eggs it produced (dae original link and anim split link) in my first post, the animation table is included. As wezu said it seems the rigging wasn’t.
So it converted the geometry, textures, normals, bones, animation but not rigging so pview rendered the wolf, thought there was an animation (when I pressed ‘a’) but the wolf wasn’t moving.