I am developing a 3D application where I want to be able to import FBX files with animation clips that can be override by Inverse Kinematics.
As of now my implementation is based in baked animations. I process everything in Maya, bake it and send it back to the app. I am not really happy with this, specially because I want to get rid of Maya in a future.
My plan is to automatically rig my meshes in Blender/Maya, export the skinned FBX and animation clips and then process the IK, animation layering and so on in an independent solution like Ozz, then send that to my application.
I have been testing this with Comet IK + FBX SDK but the results have been really bad so far. Right now I am looking for something similar as what steelfax was saying some days ago... to process stuff in ozz maybe and export it to FBX or make an ozz implementation in my app. Everything is in the air though, I still need to do plenty of research.
Building ozz-animation via cmake as a subdirectory, as instructed on the build page. Any ideas?
CMake Error at /Users/opeik/Documents/University/Year 3/ICT397/Assignment/lib/ozz-animation/build-utils/cmake/fuse_target_script.cmake:12 (get_filename_component): get_filename_component unknown component 3/ICT397/Assignment/lib/ozz-animation/include/ozz/animation/offline/raw_animation.h
Hmm, ran into another issue while enabling FBX support.
CMake Error at lib/ozz_animation/src/animation/offline/fbx/CMakeLists.txt:125 (add_custom_command): add_custom_command attempted to have a file /Users/opeik/Documents/University/Year3/ICT397/Assignment/lib/ozz_animation/media/bin/pab_skeleton.ozz in a source directory as an output of custom command.
set(CMAKE_DISABLE_SOURCE_CHANGES ON) enabled in my root CMake script. It seems that the custom command outputs a binary into the source directory.
If you want to redistribute animation files (not only an application or a video), then I don't know either. Otherwise, Mixamo has a good animation set. You can use them but unfortunately you can't redistribute them.
I'm not sure why you say, that -- according to their faq "You can use both characters and animations royalty free for personal, commercial, and non-profit projects including: Incorporating characters into illustrations and graphic art, 3D printing characters, Creating films, Creating video games"
Though I'm not a lawyer and this should not be considered legal advice in any way, it is my understanding that as long as you incorporate the data in a proprietary, non-exportable format, under this type of licensing as described above, you should be fine.
Hi and thanks for this lib!
We are starting to migrate our current animation code (basically handwritten code that uses glTF animations directly) to Ozz.
One of our major use cases is that we have a lot of characters with essentially the same skeleton (same bones, some minor scaling/translation differences depending on size of character), who all share the same animations. And the number of animations is ever-growing (think dances), so ideally we would like to only export each animation once and then have it magically work for all the existing characters.
Naively, we sort of assumed that the exported animation .ozz files could be shared between different skeletons (.ozz) as long as the skeletons were similar (same amount of bones, same bone names, etc). But reading the documentation more closely, we don't really know whether this is allowed or not.
Any input would be greatly appreciated. :)
Hey people. I can build 32bit version just fine. But I can't build x64. I followed the instructions using CMake and I always get errors.
(default target) (29) ->
(ClCompile target) ->
c:\program files (x86)\windows kits\8.1\include\um\combaseapi.h(229): error C
2760: syntax error: unexpected token 'identifier', expected 'type specifier' (c
ompiling source file C:\Users\username\Documents\github\ozz-animation\extern\gtest