realXtend/naali — Issue #391: 3DSMAX => Tundra integration Issue
Author: mcapuano
Created: 2012-02-24 22:18:11+00:00
State: open

We are trying to accomplish the following:
•	Model an avatar in 3DSMAX
•	Place the avatar in a neutral stance, arms at side for Frame0
•	Apply various animations to the avatar (e.g.)
o	Animation1 - LArmWaistHigh 0 – 5
o	Animation2 - LHandGripA 10 - 15
o	Animation3 - LArmHeadHigh 20 - 25
o	Animation4 - LHandGripB 30 – 35
•	Export the avatar and animations with OgreMax
•	Import the avatar and animations into Tundra
•	Combine and execute the animations via a single avatar

Animation process:
•	In MAX, the avatar starts at relaxed neutral stance, arms at side = Frame0
•	I copy Frame0 and re-use it as the starting point for all animations:
o	Frame0 copied to Frame10, Frame 20, Frame30
•	I DO NOT apply ANY animation to the R arm. It remains at avatars side from Frame0 thru Frame35

Now, after importing to Tundra, the idea is to "combine" the animations. For example, Animation1 (move the L arm to waist ht) then ADD Animation2 (Change the grip of the L hand to GripA) ... while the L arm remains at waist ht. This works … sort of …

When I attempt to combine the animations in Tundra (not thru script but by using the AnimationController dialog box to invoke the function(s)), the L arm does combine the animations ... HOWEVER ... the R arm moves also (e.g. across the avatar's chest) and depending on the order (Animation1 + Animation2 ... vs ... Animation2 + Animation1), the L arm will also move to an unexpected location (e.g. across the chest instead of straight out) when the animations are applied in the opposite order.

Q’s
•	Why does the R arm move when no animation is applied to it?
•	Why does the order in which the animations is applied to the L arm make a difference?

Any help is appreciated

thanks,

Michael