Hi! I'm one of the developers of Bye Bye Brain (a WindowsPhone game) We are using your KW exporter (which is great btw! thank you very much!) and we are having some problems with it.
Some animations have an incorrect number of frames once exported and we can't figure out why is this happening so far.
For example we have a file with several animations inside. They are properly named in the export screen with their own starting frame and frame length.
The odd thing here is that when we load the file, some animations have the correct length but some don't. :S
I've been trying to solve this problem by adding small differences in the keyframes values (like moving the object a little bit in order to create a new frame with new information) in the middle of the animation because sometimes if the value of two consecutive keyframe is the same, it just ignore the keyframe (I guess this is due to optimization issues)
Do you know what could be the actual problem? We are freaking out with this! :)
When you say "incorrect
When you say "incorrect number of frames," where do you see this number?
If you open up the .X file, and inspect the keyframe tracks, you should see the length (number of "ticks") of each track.
There is something in the .X writer, or perhaps the DirectX X importer in XNA, that "pads" animations shorter than 1 second up to 1 second, but only when the animation was exported by kW X-port (not for, say, FBX files). I've gone looking for this "something" once in a while, but never actually found what it is. The work-around is to scale time of very short animations on export, and then un-scale it on import. Or, alternatively, detect multiple identical frames at the end of an animation in the animation processor, and remove duplicates from the end. (I think the latest kW Animation does this)