Author Topic: Bones - Skeletal and Pose animations for jPCT  (Read 90213 times)

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #195 on: April 18, 2011, 08:12:27 pm »
my OgreXMLConverter failed too to convert your files. giving same serializer error
Code: [Select]
Exception caught: Cannot find serializer implementation for current version [MeshSerializer_v1.41]
this is, as i remember, caused by version mismatch. ie: exporter uses a newer Ogre library than converter. I've upgraded my converter and successfully converted your files. but this time Bones failed to load your files since there is no animation in them. export some animations and send me the files again.

to run converter on your machine, get latest version of converter. seems as precompiled Windows version is not latest, so you can try building from source.

if you have access to an ubuntu machine, you can get latest converter from here:
https://launchpad.net/~ogre-team/+archive/ogre


Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #196 on: April 18, 2011, 08:54:32 pm »
I've updated the zip. this version saves Animated3D names to stream. This changes stream version, formerly serialized groups should be re-serialized with BonedIO or script files.

i've decided -at least for now- not to publish merging many objects in many groups into a single group. this is because it wont work as the way I expected and will cause more trouble than it solves.

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #197 on: April 19, 2011, 08:58:59 am »
Quote
to run converter on your machine, get latest version of converter. seems as precompiled Windows version is not latest, so you can try building from source.

I got the source from their SVN.  But when I tried to build, I found that some more files are required.
Code: [Select]
1>Compiling...
1>main.cpp
1>d:\archive\main.cpp(30) : fatal error C1083: Cannot open include file: 'Ogre.h': No such file or directory
1>OgreXMLMeshSerializer.cpp
1>d:\archive\ogrexmlprerequisites.h(32) : fatal error C1083: Cannot open include file: 'OgrePrerequisites.h': No such file or directory
1>OgreXMLSkeletonSerializer.cpp
1>d:\archive\ogrexmlprerequisites.h(32) : fatal error C1083: Cannot open include file: 'OgrePrerequisites.h': No such file or directory
1>tinyxml.cpp
1>d:\archive\tinyxml.h(29) : fatal error C1083: Cannot open include file: 'OgrePrerequisites.h': No such file or directory
1>tinyxmlerror.cpp
1>d:\archive\tinyxml.h(29) : fatal error C1083: Cannot open include file: 'OgrePrerequisites.h': No such file or directory
1>tinyxmlparser.cpp
1>d:\archive\tinyxml.h(29) : fatal error C1083: Cannot open include file: 'OgrePrerequisites.h': No such file or directory
1>Generating Code...

I am searching for these missing files in their SVN, now  :(

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #198 on: April 19, 2011, 11:01:57 am »
well, you are on your own for this build process ;)

have tried downloading Ogre SDK? it contains OgreXMLConverter too.
http://www.ogre3d.org/download/sdk/

Offline paulscode

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #199 on: April 19, 2011, 11:50:17 am »
if you have access to an ubuntu machine, you can get latest converter from here:
https://launchpad.net/~ogre-team/+archive/ogre

Another option if you can't get the Windows version to work, might be to install the free program VirtualBox, and then create an Ubuntu virtual machine to use for compiling and converting.  Sort of a round-about way to do things, but its another option that won't cost anything if all else fails.

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #200 on: April 19, 2011, 01:06:45 pm »
Quote
have tried downloading Ogre SDK? it contains OgreXMLConverter too.
Done that.  But the mac version of the SDK seems to be having some problem.  However, my artist was able to download the windows version of the converter and he sent the .xml files.

But when I ran them through the BonesImporter, I got the following exception.  Any hints on resolving this exception??
Code: [Select]
Skeleton created out of jME OGRE skeleton, 69 joints
Exception in thread "main" java.lang.NullPointerException
at raft.jpct.bones.BonesImporter.convertJMEMeshData(BonesImporter.java:431)
at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:192)
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:93)
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:77)
at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:58)
at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:147)

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #201 on: April 19, 2011, 01:08:21 pm »
raft, also I've mailed you the bunch of files..

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #202 on: April 19, 2011, 02:08:24 pm »
seems as a bug in jME ogre loader. there are two vertex texture buffers where first is null. I always use the first buffer, that causes the exception. even if I skip that part I run into another jPCT related exception.

@Egon can you please check the below exception. I provide an array of 13278 int's as coordinates, UV's and indices are null. 4426x3 = 13278 so I dont get what is wrong..

Code: [Select]
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 4426
at com.threed.jpct.Object3D.<init>(Unknown Source)
at raft.jpct.bones.Animated3D.<init>(Animated3D.java:119)
..

edit: corrected the typo
« Last Edit: April 19, 2011, 02:22:03 pm by raft »

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #203 on: April 19, 2011, 02:42:50 pm »
@Babu, meanwhile you can tell your artist not to use shared vertices/geometry if there is such an option in exporter.  seems as that troubles jME loader

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #204 on: April 19, 2011, 09:18:10 pm »
hi raft,
I got the new files from my artist (not using shared vertices/geometry) and finally, I was able to load the multiple objects with the corresponding textures!!  ;D.  And thanks a ton for all your help and patience  :).  I think, I am off your back for some time  ;)

Note: Mailed u the screenshot as I couldn't figure out how to place an image in this post.

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #205 on: April 19, 2011, 09:26:50 pm »
you're welcome ;) i'm glad we finally solved your problem.. btw, your screenshot seems quite good

Offline Monopula

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #206 on: April 20, 2011, 02:49:31 pm »
Hello there,

Just downloaded the android example to try. It compiles ok.
But while running I've got the following exception from BonesIO.readHeader:82 :

Version mismatch. Current version: 3, stream version: 2

Would you, please help me?

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #207 on: April 20, 2011, 02:59:41 pm »
please re-download the android app. it should be ok now

Offline Monopula

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #208 on: April 20, 2011, 03:03:25 pm »
Yeah, thanks. I've already found it in sources ))

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #209 on: April 20, 2011, 07:16:07 pm »
hi raft, I am back :)
I read in wiki read that
Quote
current versions of jPCT come with a new class, the DeSerializer. While it can be used within jPCT only, it's main purpose is to be used in combination with AE. The idea is to load the models in jPCT and serialize them into an optimized format that can be loaded by AE very quickly.

Is it possible to use this approach when we are using Bones i.e. is it possible to serialize/deserialize Animated3Ds?