Author Topic: Bones - Skeletal and Pose animations for jPCT  (Read 88289 times)

Offline Alexey

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #135 on: February 22, 2011, 02:29:11 pm »
Animated3D.rotate(Matrix[])
Sorry no in Animated3D - in SimpleVector method rotate;

raft, thanks for reply, yes it work without normalTemp.rotate(currentPose.palette[jointIndex]);  :)

Offline EgonOlsen

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #136 on: February 22, 2011, 02:41:04 pm »
seems as jPCT AE version does not have SimpleVector.rotate(Matrix) method. possibly forgotten. Egon can you please add it?
Should be available in the latest unofficial version... ???

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #137 on: February 22, 2011, 02:43:41 pm »
not really. it's not shown in online javadocs and not in the offical jar (just downloaded the latest version)

Offline EgonOlsen

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #138 on: February 22, 2011, 03:06:42 pm »
Not the official one...the UNofficial one that i'm linking to in the "new version" thread. I can't try it right now, but it should contain the method.

Offline Alexey

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #139 on: February 22, 2011, 03:27:38 pm »
Eclips show only .rotate(SimpleVactor)

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #140 on: February 22, 2011, 03:28:47 pm »
oops sorry ::) @Alexey you can download the jar from here and replace the jar in the demo project
http://www.jpct.net/jpct-ae/download/alpha/jpct_ae.jar

i will also put that jar into demo app later

Offline Alexey

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #141 on: February 22, 2011, 04:04:54 pm »
Thank you! thats work :)

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #142 on: February 22, 2011, 06:55:26 pm »
all applies to Android demo:
* updated to use latest (1.23 beta) jPCT AE jar
* added a light demo scene to reflect animation of vertex normals
* added wakelock to make it more look like a game
* cleaned some unnecessary pause-stop code

Offline Alexey

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #143 on: February 24, 2011, 09:49:31 am »
Hello!
What is .bone format ? I could not find it.
And which of formats(animation) has better performance (android devices)?

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #144 on: February 24, 2011, 09:56:43 am »
it's Bones's native format. to save in that format first import with BonesImporter than save with BonesIO. there also scripts wihich makes the same job.

animation performance does not differ, all formats end up with same data representation in memory. but loading times differ. Bones format should load fastests. also by using Bones format, you do not need any other dependency (jME or Ardor3D jars)

Offline lajidahe

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #145 on: March 08, 2011, 11:22:10 pm »
Hi,
    When I am trying to convert the dae file into bones, I got the following error " java.lang.IllegalArgumentException: Transforms that have non-rotational matrices are not supported."
    The workflow is: I used motionBuilder to read in a C3d file that contains a set of animations, and export a skeleton into Maya, then I bind the skeleton with a character that I made, and export it into the dae format.
     Is it because the motionbuilder does the animation without using the rotation matrix?? if so how can I fix it??
Thanks

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #146 on: March 08, 2011, 11:36:53 pm »
you didnt posted the stack trace (always a good idea) but seems as that exception is thrown by Ardor3d's collada loader. i dont know what causes it (never used Maya), play with export options, maybe it helps.

in general, Ogre3D exporters are more successful IMHO. you can try an Ogre3d importer for Maya. have a look at: http://www.ogre3d.org/tikiwiki/OGRE+Exporters. OgreMax for 3dsMax is quite good so i would expect OgreMax for Maya is good too.

Offline pages

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #147 on: March 09, 2011, 09:55:44 pm »
Hi all ,
I'm probably going to look like an idiot posting this but i am having massive troubles in trying to get my blender animation into bones

I have the .blend file which i want to display
* I can export it with ORGE mesh into
-Mesh.mesh.xml
-Mesh.skeleton.xml
-Mesh.material

* I can also export the .blend into
-Mesh.dae

Now i see in bones.zip  within scripts there is the linux/windows .sh and .bat files for both ardor and ogre but how do i progress from here ??
Is there any tutorials which you can link because quite frankly i'm beyond lost

If you can off any help or advice it would be much appreciated,
Thanks
Pages

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #148 on: March 09, 2011, 10:17:06 pm »
have a look at the sample applications provided. they should hopefully help ;)

for example, to convert from Ogre3D to Bones format
Code: [Select]
./scripts/jmeOgre2Bones.sh -out /tmp/ninja.group.bones -in samples/data/ninja/ninja.mesh.xml
once you had used scripts to convert from Collada/Ogre3D to Bones' native format, you can load them via BonesIO class. this is the suggested way as it's faster to load and does not depend on Ardor or jME classes.

for testing or quick protoyping you can also directly load Collada and Ogre3D formats via BonesImporter class. this way you also need Ardor or jME jars in your classpath. those scripts actually use BonesImporter to load models and save them in Bones' native format via BonesIO.

note: there was a classpath issue in script files. i've corrected it now. please re-download the zip

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #149 on: March 10, 2011, 11:53:51 am »
updated the zip. this version uses jME 2.1. i've also changed some piece of jME code to throw a meaningful exception instead of NPE during loading.