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Author Topic: New Animation Plug-in - Just where to start  (Read 10860 times)

Re: New Animation Plug-in - Just where to start
« Reply #15 on: February 07, 2012, 11:52:43 am »
February 07, 2012, 11:52:43 am
I will test you file out and get back to you!  I am much relieved it works as Blender now is a very powerful, mature, modelling, animation and compositing tool!
Hmm, could you get smooth shading to work when importing the model in Lumion?
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing

I've tried a bunch of different settings in the FBX exporter but in vain so far. I've now forwarded the relevant files to Artur, so that he can take a look when he's done with his current tasks.

Or perhaps I'm just not using the right settings?
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Re: New Animation Plug-in - Just where to start
« Reply #16 on: February 07, 2012, 12:12:21 pm »
February 07, 2012, 12:12:21 pm
Well' I still need to see a video tutorial on how to use the animation plug, with key frames.

We'll start making video tutorials as soon as the long-awaited 2.1 Build 1 has been released.
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SEVERINO

    Reputation: 26
Re: New Animation Plug-in - Just where to start
« Reply #17 on: February 07, 2012, 12:23:32 pm »
February 07, 2012, 12:23:32 pm
We'll start making video tutorials as soon as the long-awaited 2.1 Build 1 has been released.

But will this brother?
I refer to the release of new L2.1 B1. I can not wait to check the new version, with the start of a great job I have held and I'm not waiting to start the new version.

Please Ferry, fix the missing item and release the world what Lumion new.

Best Regards

blendman

    Reputation: 27
Re: New Animation Plug-in - Just where to start
« Reply #18 on: February 07, 2012, 01:58:53 pm »
February 07, 2012, 01:58:53 pm

Att:  Peterm

I've spend a good part of the morning experimenting Blender and importing the animated file into Lumion.  The scret is to ensure you have a tight keyframe that loops.  Beyond that it does work fine. It now opens up a whole new possiblity of creating impressive movies in Lumion.

I also think there is a place for creating FBX files using 3DSMAX or Blender etc. and using keyframes.  They both have their merits as animation tools.

So, in conclusion, I'm pretty happy to have acquired the Advanced Animation Plug-in.  Who knows, it some experience, I might do a tutorial or two myself. hehe  ::)

Many thanks for kind help.

Regards,

blendman
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Re: New Animation Plug-in - Just where to start
« Reply #19 on: February 07, 2012, 10:14:02 pm »
February 07, 2012, 10:14:02 pm
Good to hear things are working out.

There is definitely untold possibilities in making animatons within the DCC and then using within Lumion, even more so once character animations are supported.  The AAnim tools within Lumion will no doubt/hopefully get stronger and better as well, so we can best practise mix and match to needs and timeframes.

I guess a lot comes down to how is the scene going to be built, plan, plan, design and plan some more.  If the workflow tools are solid, then its going to make ones life just that little bit sweeter.

Did you get a chance to test also exporting to Collada?
As before, the other possibility is to find a good in-between format in export and then convert to something Lumion will be happy with, but if FBX is going to work well then a direct path is always preferable.
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blendman

    Reputation: 27
Re: New Animation Plug-in - Just where to start
« Reply #20 on: February 08, 2012, 05:57:59 am »
February 08, 2012, 05:57:59 am
Peterm wrote:

Did you get a chance to test also exporting to Collada?

Funny you should ask this again, yesterday I tried to import a Sketchup model aircraft in Collada format into Blender 2.61.  The result was the aircraft came in mash of individual components, and missing key faces. 

At present you can only export FBX, not import FBX in Blender

I then tried this with .obj.  This almost worked fine except the structure is ridged faces, and would not allow me to use the Smooth command.

IMHO, Blender is strong in export, but poor in import if you want to include the textures.  In a work pipeline this is frustrating, but I haven't given up on  trials.

BTW, is it possible to edit the code in FBX??

Regards,

blendman
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Re: New Animation Plug-in - Just where to start
« Reply #21 on: February 08, 2012, 09:25:12 am »
February 08, 2012, 09:25:12 am
BTW, is it possible to edit the code in FBX??

It's easy in Collada, its just an XML file, not sure about FBX.  Risky though.  What's needed is a mesh tool re file converter tool that converts formats well enough either in or out of Blender or both. 

Obj is usually pretty standard but lacks. 

Try X, now getting a bit old in the tooth, but lots still support or there's plugins that do, and as I recall, not too long ago, Blender had a reasonably good X exporter as someone needed it for games models.  Cant recall if it support smoothing gruops though, but going in, I would have thought that could be done by Blender.
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blendman

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Re: New Animation Plug-in - Just where to start
« Reply #22 on: February 08, 2012, 02:58:04 pm »
February 08, 2012, 02:58:04 pm

Hi Peterm,

x used to be quite good in Blender but a while since I tried it!

Okay, I have done considerable experimenting with keyframes and Armatures in Blender latest release 2.61B.  Having no luck getting Armatures to work in the FBX transfer to Lumion.  Was that blender lamp animation consisting of an Armature?  Would you mind positing the .blend file?

Up till now I have put off sending an e-mail to Arthur in IMPORTS about this problem but will do so just after a little more experimenting.  If Arthur & co can get Armatures to work on Lumion, I expect things will take off!  esp.  when you consider there are 2 million blender users, and who discover how great Lumion is a fast, dynamic rendering engine.

Peter, not sure how experienced you are with mesh and applying Armatures, but I'm hoping there will be a solution to all soon.

Many thanks.

blendman
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Re: New Animation Plug-in - Just where to start
« Reply #23 on: February 08, 2012, 08:45:28 pm »
February 08, 2012, 08:45:28 pm
Hi Blendman, for the time being, you can only import move/rotate/scale animations in Lumion. Bone animations are not supported (= armatures as they're called in Blender).

Artur (not Arthur, they're 2 different people :)), is currently carrying out a feasibility study to determine if it would be possible to import vertex animations, also known as FBX point cache animations.

Point cache animations simply use vertex positions, regardless of whether bones/armatures are involved in the animation, so in theory you would be able to import any type of object animation (although the animation length and the number of vertices will reduce the available graphics card memory).

You can read more about this topic in the following thread:
http://lumion3d.com/forum/index.php?topic=1534.msg19962#msg19962
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blendman

    Reputation: 27
Re: New Animation Plug-in - Just where to start
« Reply #24 on: February 09, 2012, 05:36:57 am »
February 09, 2012, 05:36:57 am


Okay thanks Morten,  I wondered about the Arthur/Artur bit!!  Now made clear.

 If you do sort out the point Vertices/Armature use will you incorporate as an upgrade to the Advanced Animation Plug-in???  I was really hoping this existed before I bought it.

As you guys live in the Netherlands presumably next to the Blender Institute, I would assume you can liase with Ton Rosendaal on sorting this out!!   

Note:  I'm currently working on a series of tutorials using Blender with Lumion, esp using keyframes and importing FBX. I will make available after a short trip to Australia.

Many thanks for letting me know all this.

Regards,

blendman
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Re: New Animation Plug-in - Just where to start
« Reply #25 on: February 09, 2012, 01:44:35 pm »
February 09, 2012, 01:44:35 pm
If you do sort out the point Vertices/Armature use will you incorporate as an upgrade to the Advanced Animation Plug-in???

I don't know.

Note:  I'm currently working on a series of tutorials using Blender with Lumion, esp using keyframes and importing FBX.

Good idea, however, I can't seem to get smooth shading to import correctly in Lumion, ie, a box from Blender looks rounded instead of having clearly defined sides - do you have any tips? (I've also asked Artur to investigate this, but he's busy working on other tasks at the moment)
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blendman

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Re: New Animation Plug-in - Just where to start
« Reply #26 on: February 12, 2012, 05:25:19 am »
February 12, 2012, 05:25:19 am

Hi Morten,

I have my hands tied until I get back from my trip to  Australia.  Smooth shading does not seem to work, and I suggest your and Artur contact the key coders of the Bender Instititute: either Brecht van Lommel (Belgium), or Campbell Barton (Australian) to iron out the Blender -> Lumion issues.  From my knowledge they are very friendly guys and I'm sure would help to try and sort all out.  The other thing to remember is that Blender source code (Python) is open source, so you and Artur should be able to fid your way through this, unlike proprietary software.

If there is someway of having Artur solve the Armature animation import problem, this would be a great step forward - something many of us would like to us in Lumion.

Let me know how you go.

Regards,

bendman

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Re: New Animation Plug-in - Just where to start
« Reply #27 on: February 13, 2012, 02:03:30 pm »
February 13, 2012, 02:03:30 pm
Hope your trip to Oz went fine.

I've replied to this and your other post over here:
http://lumion3d.com/forum/index.php?topic=3277.msg20703#msg20703
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blendman

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Re: New Animation Plug-in - Just where to start
« Reply #28 on: February 14, 2012, 06:55:13 am »
February 14, 2012, 06:55:13 am


Thanks Morten,

I have just now written to Ton Roosendall about the problem, and cc'ed you and Artur.  Lets hope we get answer soon.  By all means work with them directly too.

Australia!!  I leave tonight so you will some peace from all my rabblings for the next couple of weeks, hehehe.   :D

Many thaks for your always professional help.

Regards,

Michael. (blendman)
Kit:  ASUS ROG Strix Scar II
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