Bug importing animated DirectX files

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Bug importing animated DirectX files

Postby Bolt » Wed Dec 16, 2009 10:58 pm

When importing animated DirectX files into irrEdit v1.5, animation is corrupted when the DirectX file has multiple materials.

Specifically, if two faces share an edge, but are assigned to two different materials, animation will be corrupted and you'll get
this error message:
"X loader: Duplicated vertex, animation might be corrupted."

If the DirectX importer is splitting vertices per material, I don't believe vertices are being split correctly when animation is present.

As a workaround, if you unweld all edges at the material borders, this will fix the problem.

I uploaded an example of the bug:
http://www.megaupload.com/?d=CJCJWDRO
http://depositfiles.com/files/lj5imvaxx
http://rapidshare.com/files/336839885/t ... s.zip.html

edit:
Importing Blitz3D .B3D files also show the same vertex-material splitting animation bug.
Last edited by Bolt on Sun Jan 17, 2010 7:16 pm, edited 1 time in total.
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Postby christianclavet » Fri Dec 18, 2009 8:31 pm

Ha! That explain the skinning problem I saw. The extra vertice is not put in the skin as the shared vertice.
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Postby Bolt » Sat Jan 16, 2010 7:20 pm

The same DirectX/B3D animation bug also happens with MeshViewer.exe from the irrlicht-1.6 SDK.
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Postby hybrid » Sat Jan 16, 2010 10:01 pm

Could you please upload the file elsewhere?
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Postby Bolt » Sun Jan 17, 2010 7:16 pm

hybrid wrote:Could you please upload the file elsewhere?


Sure, I added more download links.
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Postby dekyco » Sun May 02, 2010 6:29 pm

Just wanted to ask is this bug fixed at this time?

I am using Irrlicht 1.7.1 build with MinGW, anim8or for modeling and export animations into .3ds format. Next I use conv3ds.exe (with GUI frontend) to convert into textual animated .x files.

Importing in test program gives that error: "X loader: Duplicated vertex, animation might be corrupted."

How can I "unweld all edges at the material borders"?

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Postby ellemayo » Mon May 03, 2010 6:22 pm

I haven't heard anything about this bug being fixed...

It generally happens when there are multiple materials assigned to the faces of a single mesh... So you would have to extract those faces from the mesh. You can also try UV mapping instead, which gives the mesh one material.
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