Importing a Rigged Character and Animations

Noah Mitchell's icon

Hello, Is it possible to import an animated character into the jitter system. Would love to do some video game prototyping with a character walking around in a scene.

thanks

xoxoxoxo

Noah

Noah Mitchell's icon

https://cycling74.com/forums/controlling-a-rigged-3d-model-using-jitter

I found this thread/patch.

Wondering if I could import a pre made walking animation to those parameters

steve_j's icon

You can load animated models, check the second tab in the jit.gl.model help file.

Noah Mitchell's icon

Oh nice, that changes the whole game

Noah Mitchell's icon

Is there an easy way to swap between two animations say for example an idle animation and a walking animation. whenever i read in a different animation to the jit.gl.node the animenable has to be retoggled.

steve_j's icon

Im not too familiar with this, but you can load a model with multiple animations

Have a look at the messages
animenable (can use two arguments, the first sets the animation index)
animweight (control how much the animation affects the model)
animblendmode (suggests you can blend between two animations)

https://docs.cycling74.com/max8/refpages/jit.gl.model

Post a file and a patch if you are struggling.

Noah Mitchell's icon

Hi. I'm still not able to figure it out. I have multiple fbx files of character animations/meshes from a simple mixamo (mixamo.com) character. Am I able to upload those multiple files into one jit.gl.model?

That patch is my simple setup. Thanks so much. Once this gets figured out I will be able to make some cool video game prototypes in jitter

Anims.maxpat
Max Patch

steve_j's icon

To be honest im not sure what you want to achieve with the matrix, gl.pix and gl.texture chain?

If you want to simply load a new file each time and automatically enable animation you can use the route object on the dumpout of the gl.model, route the "read" message (shown in the attached patch) to send an "animenable 1" message back into the gl.model.

Although this might not be the best way to go about it, as the pose will unlikely to meet up between model loads. As mentioned, max can load models with multiple animations and mix between these animations by referencing their index and utilising the animweight messages. See the attached for an example that does this.

FBX 2.zip
application/zip 583.80 KB

Noah Mitchell's icon

Hello,

The matrix, gl.pix and gl.texture chain is just a generic setup I use. Has nothing to do with the anim stuff.

I can kind of see what you're getting at with your patch. How do I go about loading multiple animations on one fbx file? I put the robot file into maya and it looks like it only has one animation on it. I'm not sure what it means to load multiple animations into one file. Also, I'm still somewhat confused about the animenable message too.

Thank you so much for your help. We'll get this figured out!

Noah Mitchell's icon

Okay figured out how to do the multi take fbx animation export. I have never even heard of that until I started to do some research. Getting the hang of the animenable stuff now too. Thanks for the help