EBB: "No bind pose specified" and "empty sequences resulting in infinite lo
Hi, I'm attempting to compile an FBX / DPX / EBX into a VBL. The FBX has two animated nodes, moving objects in space. These are shape nodes, not skeleton objects. Using the Euclid plugin, following the instructions, I've got the pertinent of the timeline assigned to two Animations. I've created a State Machine, and put two States in it, then linked them per the instructions to create the two arrows, then used those arrows to assign the two Animations, transitioning from one State to the next. Then I exported the whole thing to the related three files (FBX, DPX, EBX). When I use EBB to attempt to compile the FBX, it gives me errors: I/O warning : failed to load external entitiy "C:\EuclidFirePhone\ic_myappname_appsgrid.fbs\templates/.template" [ERROR] : Skeleton: No bind pose specified for node AnimatedNode1 in scene ic_myappname_appsgrid that has node animation, create a "bind" animation with keys on animated objects [ERROR] StateMachine: Detected self looping state with transitions that consists of empty sequence(s) resulting in infinite loops. I've carefully walked through the instructions, particularly in 30_Build_Placeholder_Content. I'm not sure where I've gone wrong. Help! Seth
Hi Seth, For the first error, "[ERROR] : Skeleton: No bind pose specified for node AnimatedNode1 in scene ic_myappname_appsgrid that has node animation, create a "bind" animation with keys on animated objects", this appears to be an issue we've neglected to explain properly in the developer documentation. It is necessary to create a separate, 1 frame long animation called "bind", which defines the "neutral" pose that the other animations are defined relative to. If you don't intend to blend more than one animation together simultaneously it doesn't particularly matter what the bind pose is. I've attached a screenshot of an example to illustrate. We'll work with the sdk team to make sure this gets addressed in the documentation. For the second error, "[ERROR] StateMachine: Detected self looping state with transitions that consists of empty sequence(s) resulting in infinite loops", go into the state machine editor and make sure there are no self connections on either of the states. You can ensure this by right clicking on the state and clicking "Remove Self Connection", then re-exporting the state machine. I've attached a screenshot to illustrate.