you beat me to it lol
the animations are correct in the list, this must be a scene bug, if you cannot get this working, just reload skyline engine and it should be ok. Make sure to press the refresh scene Entity though. This is why we are Beta.
Below post was before what you just said. lol.
oh ok, i was bit confused with which exporter was used. 3ds Max has two ogre exporter that we deem ok but out of date:
- Easy Ogre Exporter: We used to use this for the character development as the animations usually came out cleaner and easier to setup.
- OgreMax: We stopped using this as they want people to pay for it and its a non-commercial license for free.
So we needed importing to be easier and made the .FBX import.
We do have support of .x, but not as well as fbx. It can create strange animations and weird rootnodes.
I ran a test with FBX and Vertex Animations, currently skyline's fbx accepts only rigged animations. They can be as simple as 1 bone, or many bones. This is probably possible on conversion, so we can look at improving the FBX import routine at some point to add vertex / morph animations.
I tried naming the time line start and end points the same name as the ogre instructions mentioned. I spent a lot of consecutive time on it. My mind is a bit fresher today. I will try it again with straight fbx format with the animations in it.
I take it you have a lot of animations on that mesh. There is a way of exporting a single FBX with all animations seperated but i am unsure how its done at the moment.
I have found this tool however: (unsure if it works with skyline or not).
http://www.turbosquid.com/FullPreview/Index.cfm/ID/701878it costs money, but it does the single FBX with multiple animations from 3dsMax or so it says. You might be able to find a free tool or script that can do something similar to this.
One method we do know of is exporting the mesh and skeleton as the main fbx file. Then export only the skeleton and animation to separate files, which can then be loaded onto the mesh on main conversions automatically.
e.g.
MyFbxCharacter.FBX (mesh and skeleton)
MyFbxCharacter@walk.FBX (skeleton and animation)
MyFbxCharacter@run.FBX (skeleton and animation)
MyFbxCharacter@jump.FBX (skeleton and animation)
etc..
There are some online resources for setting these up on the web.
When we have this issue of one single animation full of many. We use Skyline's mesh editor and split it using the timeline which has worked for many characters. And once you get going, it doesn't take to long. It's not 3dsMax
i can record a video if needed. I think we have better upload speed than download speed atm. lol