Another Blender Skeletal Animation/.FBX File Solution

I’m not a Unity person (yet!), but I just posted this in the Blender forum and thought I’d better put it here, too. I see that others in the Unity forum have mentioned this before, but I’ll bring it up again, in case people are looking for another solution to the Blender skeletal animation problem–an open source program for Mac OSX that skins and animates your Blender meshes and saves them as .fbx files. It’s called dim3 Inspire, and it’s at
http://www.littlegenerals.com/inspire

As some here have noted, it doesn’t have much documentation, but here’s a tutorial for Automated Bone Generation:
http://www.littlegenerals.com/inspire/tutorials/abg/index.php

You can also download dim3, an open source, editable 3d game, which comes with the dim3 Animator. In the animator you can study the sample skeletal animations to figure out how Inspire works. There might be a tutorial for that, too, but I haven’t yet looked.

Edit: Lower down in the thread, after learning a little more about Inspire, I jotted down some workarounds that seem to work. :slight_smile:

I revised it quite a bit, so it should be more organized and easier to read. Anyone who’s tried out the instructions before and come up puzzled when using the “Add bone…” command, I’ve revised that part just today, below and in Wiki.

Excellent. I have updated the unify wiki with your information. Also, I have added a note about using dim3 inspire on the Blender tips page.

Thanks! And today I just became a Unity person. I just got my serial number and am downloading the Unity 1.5 version at this very moment. Excited…

I’ve tried using dim3 inspire but I just couldn’t figure it out. If there are any learning resources for it other than the tutorial you indicated, I would love to (finally) have animations available!

Ulognep, I had (and still have) a lot of problems with Inspire. Fortunately, I just found another tutorial, this one with a little more detail about skinning and animating.

file:///Dim3/Documentation/Manuals/Animator%20Manual.htm

I haven’t put it to use yet, but I did a little primitive animating on my own, created an .fbx file, imported it into Unity, scaled it, added texture. And it worked. That was my first Unity “project.” Took a while to get it right.

I also turned one of my Blender characters into a .fbx file without adding any animation, just to see how the mesh would download. Well, it was pretty distorted and looked like a battered robot. I have to figure out what’s wrong. Either that, or just wait for Blender’s Collada update.

Apparently Dim3 Inspire uses integers for the vertex coordinates. So it is probably well-advised to scale the model up a couple of hundred times when importing into Dim3 inspire in order to preserve precision.

Thanks, freyr, I’ll try that. I was only scaling it up about twenty times, and then scaling it even more in Unity.

Can I import bones and animations that I make in Blender into dim3? I can’t figure out why that’s not working. Also, how do I open a file that I have saved earlier from dim3 - it doesn’t list it on the “open” menu screen and I can’t get it to use the file it saved.

EDIT : It was saving first to the wrong folder, but somehow corrected itself. Anyways, no more problems with that part of my question.

Stil : can I import bones/animations made in Blender?

Nope. Inspire is really limited and clunky, frankly… It makes a lot more sense than the dim3 Animator which is what it is based off, though. Can’t argue with the price :slight_smile:

-Jon

God I can’t wait until Blender makes that full Collada exporter!

I still haven’t really put dim3 Inspire to the real test and animated a character yet. (I got sidetracked by terrain generation…) But I did import my character mesh into Inspire and scaled it by a factor of 100. That did the trick preserving the original shape of the mesh (thanks, Freyr!). Tomorrow I’ll tackle animating the character…

Elias723, I think that the Blender skeletal animations have to be saved as .fbx for dim3 to read them–same as Unity. I’m not sure, though.

Well, if it could do that then I wouldn’t have to use dim3, but you’re basically right. For dim3 to read blender files you have to export from blender in .obj form, and then skin/animate, and then export to .fbx from dim3. Blender is working on a Collada exporter though which would allow me to skip the whole dim3 side-operation. That’s what I wish I had.

I think Inspire is a dead end :frowning:

Blender Collada Animation support is – apparently – one focus of Blender’s “Summer of Code” so… maybe we’ll see some significant progress.

I was just about to give up on Inspire altogether, when I started looking into Maya some more and read that it probably wouldn’t work very well with my iMac. I sighed a deep sigh and delved back into Inspire. That’s when I discovered how to move the bones where you want them to go and attach the correct vertices to them. The pose/animation process is also strange, but I’m starting to get it, after a lot of trial and error.

Below I wrote about my Inspire discoveries and workarounds, but it’s not quite a tutorial; I was just trying to answer some of my own questions about how Inspire works. There are probably easier ways to do the things I describe here. If you try them out and have questions, you can post them here, and I’ll try to answer them. Or if anyone knows better ways to skin and animate using Inspire, please post also! By the time any of us learn the intricacies of Inspire, the Blender Collada .fbx exporter will probably be finished…

dim3 Inspire “Workarounds”:

Inspire 3D Download, Manual and Tutorial:
http://www.littlegenerals.com/inspire
http://www.littlegenerals.com/inspire/tutorials/abg/index.php
file:///Dim3/Documentation/Manuals/Animator%20Manual.htm

Here’s how you navigate in the 3D View:

  1. To rotate the view, hold down the command (apple) key while dragging the LMB
  2. To zoom, hold down the option key while dragging
  3. To pan, hold down the space bar while dragging
  4. To select vertices, hold down the shift key
  5. To erase vertices, hold down the control key

Workaround #1: Object Reorientation:
When importing an object (.obj) from Blender into Inspire, the orientation will be different from what you see in the Blender 3D view. That’s easily correctible in Blender: After modeling in the front view, flip the object backwards 90 degrees so that the front is now on top. Then pack the data and export it as an .obj. You could also model the object in the top view without having to flip it, especially if you’re using a background image as a guide.

Workaround #2: How to Add Bones:
Do you “add” bones or “generate” them? It seems easier and more efficient to “add” the bones (using “Add Bones…”) one by one and moving them both manually (by dragging the pink cube at the center of the coordinate cursor) and through typing in the coordinates, until you have the full skeleton set up within the object. Then you can attach the vertices using the “Add Vertexes to Bones” command. (First select a bone, then select the vertices you want to attach to it.) There’s more about moving the bones and selecting vertices below.

Workaround #3: Generating Bones:
You can also “Generate Bones…” by selecting a group of vertices in an arm or leg, torso or head, etc., and typing in how many bones you want generated. The problem with this is that the bones seem to choose their own vertices in a haphazard way. To get around this, select each individual generated bone (which also highlights the vertices attached to it) and then select “Remove Vertexes from Bone.” Then move the end of each bone where you want it, and select and attach the correct vertices.

Workaround #4: Moving the Bones:
At this writing, I haven’t yet figured out a way to move whole (connected) bones as you can in Blender (though I haven’t tried to click-shift both ends of a bone–that might work). (It doesn’t–I just tried it.) Instead, you can type in the location coordinates and experiment with the numbers a little bit. You would frequently change views to do this, as you would in Blender. To resize and move the ends of bones, you have to first click the end of some other bone to get the coordinate pivot out of the way. Then click and drag the end of the bone you want to move.

Poses and Animations:
Creating poses and using them in animations is described in the second tutorial mentioned earlier in this Workaround Manual. Two important things to remember are: 1) After selecting “New Pose…” and setting the bone coordinates and locations the way you want them, selecting “New Pose…” again automatically saves the old pose before you start working on the new one. 2) To insert each pose in the timeline, you select “Insert Pose…” and position it with the timeline slider. You can also double-click each pose and type in the frame position. It takes some tweaking to get it right.

Great tips. Would be great if you added these under the “3D Application Tips” here: http://www.unifycommunity.com/wiki/index.php?title=Tips

Just to save them from getting lost/forgotten.

d.

Thanks, davidhelgason. I don’t have time to do it yet, but I will soon.

Okay, I just revised it and added it to Wiki:

Great! Thanks a lot. :smile:

I felt so lost only with the Dim3 Docs… :sweat_smile:

My pleasure, Ronin. It’s been a while since I used dim3, but I might be getting back into it soon. I’ll have to read my own post to remember how to do it.