problem exporting skeletal animation to multiple OBJ files

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  05 May 2013
[SOLVED] problem exporting skeletal animation to multiple OBJ files

Hi all!

I have a rigged and skinned mesh, animated using its armature. I export this animation to multiple OBJ files, and then load these files in my engine. To fill the gaps between frames, I use linear interpolation on the mesh vertices (and normals). Unfortunately, this produces some strange artifacts. More specifically, it looks like some neighboring vertices swap positions during the animation. Does anyone know why this happens and / or how it can be fixed? Also, if you are aware of any better ways to do this, I'd be very interested in knowing. Note that I have also tried this (exporting animation to multiple OBJ files) with non-skeletal animations of relatively complex meshes, and it works fine.

You can find the relevant blend file along with a video demonstrating the problem here.

Thanks in advance for any useful input!

P.S. The options I use in the OBJ exporter are the following:

* Selection Only
* Animation
* Apply Modifiers
* Include Normals
* Write Materials
* Triangulate Faces
* Keep Vertex Order (tried both with and without it - nothing changes)

Oh, and I use Blender 2.66.1 r55078

Last edited by d0kk : 05 May 2013 at 10:26 AM.
  05 May 2013
I figured it out. The problem was that the OBJ exporter doesn't triangulate faces consistently. The solution was to simply uncheck the Triangulate Faces exporter option and add a Triangulate modifier (which guarantees consistent triangulation) on my mesh.

Last edited by d0kk : 05 May 2013 at 10:24 AM.
  05 May 2013
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