Author Topic: OgreMax Merging Meshes -> export -> failed to convert to .bones  (Read 2691 times)

Offline kiffa

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OgreMax + Maya2012

I want to merge all objects in one mesh.xml, OgreMax-doc say :
  Export the scene as a mesh file - When selecting the .mesh extension during an export all meshes in the scene will be merged into a single mesh centered around the world origin.

But when i converted the mesh.xml to .bones, error happened:

  Warning: Invalid triangle mode specified, assuming indexed triangles

  // many same waring...

Exception in thread "main" java.lang.NullPointerException
        at com.jmex.model.ogrexml.anim.OgreMesh.saveCurrentToBindPose(OgreMesh.
ava:174)
        at com.jmex.model.ogrexml.anim.MeshAnimationController.<init>(MeshAnima
ionController.java:124)
        at com.jmex.model.ogrexml.OgreLoader.loadMesh(OgreLoader.java:752)
        at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:241)
        at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:193)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
10)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
8)
        at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

Offline raft

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Re: OgreMax Merging Meshes -> export -> failed to convert to .bones
« Reply #1 on: July 25, 2012, 05:36:37 am »
send me the files, I'll look into it..

Offline kiffa

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Re: OgreMax Merging Meshes -> export -> failed to convert to .bones
« Reply #2 on: July 25, 2012, 10:37:30 am »
I have sent the files to you by email, thanks!

Offline raft

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Re: OgreMax Merging Meshes -> export -> failed to convert to .bones
« Reply #3 on: July 28, 2012, 06:15:45 pm »
it should be fixed now. please re-download the zip. NPE was caused by a bug in jME code.

Offline kiffa

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Re: OgreMax Merging Meshes -> export -> failed to convert to .bones
« Reply #4 on: July 29, 2012, 09:05:55 am »
Good job! Thanks!

But where should i download the latest version?

I tried this: http://aptalkarga.com/bones/#download

But i compared the latest(downloaded) version with the old one, they are just the same. And there is no methond: AnimatedGroup.setVisibility(..) in the latest version.

Another question:

I watched the bones-update-history: many error was caused by jme-2.1.  I don't know if can use jme-3.0 to instead of jme-2.1.

And i want to use Ogre-XML(converted to some compacted binary format like .bones)  as my only model-format(both static and animated). But the convert-bones-script doesn't  work when there is no animation-info in ogre-xml.  Can you add some classes or methods to support this? And can you support Morph-animation and .scene-loading?




Offline raft

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Re: OgreMax Merging Meshes -> export -> failed to convert to .bones
« Reply #5 on: July 29, 2012, 06:04:10 pm »
Quote
Good job! Thanks!

But where should i download the latest version?

I tried this: http://aptalkarga.com/bones/#download

But i compared the latest(downloaded) version with the old one, they are just the same. And there is no methond: AnimatedGroup.setVisibility(..) in the latest version.
:o I've just downloaded the zip and setVisibility method is there..??


Quote
I watched the bones-update-history: many error was caused by jme-2.1.  I don't know if can use jme-3.0 to instead of jme-2.1.
I once thought of this but then found unnecessary at least for now. The thing is, it works as it is, and since there is a compact .bones format nobody actullay need to keep an old library in his classpath. Maybe someday, who knows ;)

Quote
And i want to use Ogre-XML(converted to some compacted binary format like .bones)  as my only model-format(both static and animated). But the convert-bones-script doesn't  work when there is no animation-info in ogre-xml.  Can you add some classes or methods to support this? And can you support Morph-animation and .scene-loading?
for no-animation scene files the answer is no. Bones is an animation library, not a scene loader, and I want it to stay that way. Once I add simple object loading support, then people will use it as a scene loader and will ask for more..

The good news is Bones is an open source library. You can add that if you really need. For compact sized non-animated objects, you can also use jPCT's serialization method, which I would possibly prefer if I was in your case.

Morph-animation, maybe someday, no promises ;) but do you really need that? If I remember correctly, I prepared animation blending demo as morph animation in 3dsMax and then exported as pose animation. Skeletal + Pose animation and blending them is a powerful combination which I suppose covers almost all kind of animation.

Offline AGP

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Re: OgreMax Merging Meshes -> export -> failed to convert to .bones
« Reply #6 on: July 30, 2012, 03:06:16 am »
Now I'm confused because I thought that pose animation and morph animation were the same thing. What are their differences?

Offline raft

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Re: OgreMax Merging Meshes -> export -> failed to convert to .bones
« Reply #7 on: July 30, 2012, 03:14:39 am »
they are vey similar, both holds positions of vertices. but one holds absolute positions and the other one holds relative positions.

http://www.ogre3d.org/docs/manual/manual_78.html