Tutorial for Skinned Sample in MonoGame (found in here)
Visual Studio 2017 and MonoGame 3.6
FBX export (2012) - baked animation - resample (2 of 3 objects have no UV cords)
Noticed when building Content Pipeline Extension, by default it shows Content.Pipeline reference but indicates it canāt actually find it ā so I add it with browse - C:\Program Files (x86)\MSBuild\MonoGame\v3.0\Tools\MonoGame.Framework.Content.Pipeline.dll
So I fixed that problem - builds fine.
Trouble:
Added the pipeline .dll to Content and set file to process using it. Build it and it says Failed showing no error int the MG Content Pipeline - but in VStudio console it does show this:
Error
The command āāC:\Program Files (x86)\MSBuild\MonoGame\v3.0\Tools\MGCB.exeā /@:āC:\Users\JEI\Documents\Visual Studio 2017\Projects\Game3D\Game3D\Content\Content.mgcbā /platform:DesktopGL /outputDir:āC:\Users\JEI\Documents\Visual Studio 2017\Projects\Game3D\Game3D\Content\bin\DesktopGLā /intermediateDir:āC:\Users\JEI\Documents\Visual Studio 2017\Projects\Game3D\Game3D\Content\obj\DesktopGLā /quietā exited with code 1.
I was careful to ensure everything in the models are simple and āzeroed-outā properly.
2 of mine donāt work and 2 from 2 other ppl also donāt work. I canāt figure out if itās the code or the FBX that has issues.
*** Even any ideas at all would be helpful - Iām wondering about what I might code to check for problems in the pipeline extension? (ie: perhaps it just doesnāt like the FBX or isnāt interpreting correctly for some reason)?
[ps: If I ever do figure this out Iād like to create a set of concrete steps that anyone can follow from versions vs version, to modeling to animating to exporting to importing and to programming to make sure it all works fine - cuz holy crap it seems a lot of ppl struggle a lot with this. XD ]
Got a little further. I put some extra feedback into the extension. Before it wasnāt showing the error in output but now it doesā¦ not sure why itās different now. This is what it says for any FBX I export when I try to build:
"Found animation for bone āSomeGeometryObjectā, which is not part of the skeleton.
Where "SomeGeometryObject is always the skinned mesh. When I look at the FBX file I donāt see it marked as a ālimbnodeā but as a āmeshāā¦ Iām a bit lostā¦ Iāll have to study the FBX file format more and see if I can figure out how to bypass it
UPDATE: Hadnāt worked on it for a while - gave upā¦ then just for a sec on a hunch - went back and tried manually pulling out animation curve nodes relating to the mesh stuff. ie:
YAH! Tried it on my other characters - same magic trick - just pull out the TransRotScale AnimCurveNode for Models
Works for all animated characters now! Animations look perfect! I even have their shadows now
Now I just gotta connect the playspeed with the analog control and create an elastic orbit-cam.
Thanks I have a 2d one Iām making now but I was planning ahead working on something 3D on the side (kinda on the drawing board still). Thinking of something in a different sorta magical-tech worldā¦ ummm kind-of a social/action-RPG - thoughts of DarkCloud2 come to mind but also elements that remind me of SilentHill, Animal Crossing, Star Ocean, Golden Axe, Diablo and Space Quest. Ummmā¦ weāll just say action-rpg (maybe with some procedurally generated areas and sandbox elements). Iām open to ideas right now.