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Topics - Babu

Pages: [1]
1
Support / Translating an Object3D to the touch point
« on: November 23, 2011, 04:22:35 pm »
Hi Raft,
I am back  ;D

I am just trying a simple thing to make an Object3D follow my touch points i.e. the Object3D moves to whatever point that I touch on the screen.  But I am unsuccessful  :(

I used the basic cube example of the Hello World AE.  I changed the onTouchEvent() as below:
Code: [Select]
public boolean onTouchEvent(MotionEvent me)
{
if (me.getAction() == MotionEvent.ACTION_DOWN)
{
xpos = me.getX();
ypos = me.getY();

mTouchVector = Interact2D.reproject2D3DWS(world.getCamera(), fb,
(int)xpos, (int)ypos);
return true;
}

try
{
Thread.sleep(15);
}
catch (Exception e)
{
// No need for this...
}
return super.onTouchEvent(me);
}

Then I changed the onDrawFrame as below:
Code: [Select]
public void onDrawFrame(GL10 gl)
{
try
{
fb.clear(back);

if(mTouchVector != null)
{
cube.clearTranslation();
cube.translate(mTouchVector);
}

world.renderScene(fb);
world.draw(fb);
fb.display();
}
catch (Exception e)
{
Logger.log(e, Logger.MESSAGE);
}
}

I see that the cube is moving, but very little!!  Can you please let me know if I am missing something  :-[

2
Bones / .bones file is not getting saved
« on: September 10, 2011, 07:44:18 am »
hi raft,
I am back  :)

I am facing a very strange and basic problem.  Yeserday, I ran jmeOgre2Bones to convert from .xml to .bones.  The output from the converter says that the .bones is generated and saved.  But when I checked the destination location, the .bones file is not there!! :o
The final message from the converter is as below:
Quote
Skeleton created out of jME OGRE skeleton, 72 joints
Created skeleton animation clip: AMS_default_sk
Created pose animation clip: clip_idle
Created pose animation clip: clip_head_square
Created pose animation clip: clip_body_invtri
Created pose animation clip: clip_body_fat_armslegs
Created pose animation clip: clip_top_invtri
Created pose animation clip: clip_top_fat_arms
Created pose animation clip: clip_bottom_fat_legs
Loaded ogre file: /Eng-Repo/Companies/GooRa/BusinessUnits/Apps/AMS/Graphics/SOW-1/Aug/drop-1/Integration/ams.mesh.xml, scale: 1, rotation: null
   31 sub objects, 1 skin animation(s), 7 pose animation(s)
Saved bones-group to Eng-Repo/Companies/GooRa/BusinessUnits/Apps/AMS/Graphics/SOW-1/Aug/drop-1/Integration/ams.group.bones

Am I missing something?

3
Bones / Model in the app looks different from what is seen in Maya
« on: July 01, 2011, 09:35:49 am »
hi raft,
I am seeing a difference between the way the model is displayed in my app (which used NinjaDemo as the base) and the way model is displayed in Maya.  The model looks OK when viewed in Maya. 
But in the Android Emulator and the Samsung Android device, the center of the model looks like it has been pulled closer to the camera.  As a result the center portions of the model looks larger and the portion away from the center are looking smaller; which actually doesn't look good.
I tried manipulating 'cameratarget.y'.  But it didn't help.   :(
I've mailed you the screenshots from Maya and Android Emulator (couldn't attach in the post due to size restriction).Can you please help me identifying the root cause?

4
Bones / Clip "sequence" issue.
« on: June 29, 2011, 03:58:40 pm »
hi raft,

Can you please let me know if there is logic behind the index nos. for the pose-clips (in the PoseClipSequence)?
I am seeing that the sequence (or order) in which pose-clips are present in the xml file is not the same as it is in the PoseClipSequence  :(

For my app I need the pose-clips to be in some predictable sequence.  So,
1. What should I do so that the order in the xml file and the order in the PoseClipSequence are same?
2. Or is there possibility of "animatePose()" API supporting a clip-name in the near future?

Thanks,
Babu

5
Bones / Issue with conversion to .bones
« on: June 28, 2011, 09:12:26 am »
hi raft,

I am back   :D again.  I got a recent set of deliverables from my artist.  When I tried to convert the .xml files .bones, i got the following exception.  Any idea what's going wrong?
Code: [Select]
Jun 28, 2011 12:37:34 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Jun 28, 2011 12:37:35 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Jun 28, 2011 12:37:35 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Jun 28, 2011 12:37:35 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
-- total 57 joint(s) --
0 name: Root, parent:
1 name: Pelvic, parent: 0:Root
2 name: hip, parent: 1:Pelvic
3 name: left_hip_joint, parent: 1:Pelvic
4 name: right_hip_joint, parent: 1:Pelvic
5 name: stomach, parent: 2:hip
6 name: left_knee_joint, parent: 3:left_hip_joint
7 name: right_knee_joint, parent: 4:right_hip_joint
8 name: spine, parent: 5:stomach
9 name: left_ankle_joint, parent: 6:left_knee_joint
10 name: right_ankle_joint, parent: 7:right_knee_joint
11 name: chest, parent: 8:spine
12 name: left_ball_joint, parent: 9:left_ankle_joint
13 name: right_ball_joint, parent: 10:right_ankle_joint
14 name: Clavicle, parent: 11:chest
15 name: left_toe_joint, parent: 12:left_ball_joint
16 name: right_toe_joint, parent: 13:right_ball_joint
17 name: neck, parent: 14:Clavicle
18 name: left_collar_joint, parent: 14:Clavicle
19 name: right_collar_joint, parent: 14:Clavicle
20 name: neck1, parent: 17:neck
21 name: left_shoulder_joint, parent: 18:left_collar_joint
22 name: right_shoulder_joint, parent: 19:right_collar_joint
23 name: neck2, parent: 20:neck1
24 name: left_elbow_joint, parent: 21:left_shoulder_joint
25 name: right_elbow_joint, parent: 22:right_shoulder_joint
26 name: head, parent: 23:neck2
27 name: left_wrist_joint, parent: 24:left_elbow_joint
28 name: right_wrist_joint, parent: 25:right_elbow_joint
29 name: head2, parent: 26:head
30 name: mouth, parent: 26:head
31 name: left_thumb_joint, parent: 27:left_wrist_joint
32 name: left_wrist1_joint, parent: 27:left_wrist_joint
33 name: right_thumb_joint, parent: 28:right_wrist_joint
34 name: right_wrist1_joint, parent: 28:right_wrist_joint
35 name: left_thumb1_joint, parent: 31:left_thumb_joint
36 name: left_index_joint, parent: 32:left_wrist1_joint
37 name: left_finger_joint, parent: 32:left_wrist1_joint
38 name: right_thumb1_joint, parent: 33:right_thumb_joint
39 name: right_index_joint, parent: 34:right_wrist1_joint
40 name: right_finger_joint, parent: 34:right_wrist1_joint
41 name: left_thumb2_joint, parent: 35:left_thumb1_joint
42 name: left_index1_joint, parent: 36:left_index_joint
43 name: left_finger1_joint, parent: 37:left_finger_joint
44 name: right_thumb2_joint, parent: 38:right_thumb1_joint
45 name: right_index1_joint, parent: 39:right_index_joint
46 name: right_finger1_joint, parent: 40:right_finger_joint
47 name: left_thumb3_joint, parent: 41:left_thumb2_joint
48 name: left_index2_joint, parent: 42:left_index1_joint
49 name: left_finger2_joint, parent: 43:left_finger1_joint
50 name: right_thumb3_joint, parent: 44:right_thumb2_joint
51 name: right_index2_joint, parent: 45:right_index1_joint
52 name: right_finger2_joint, parent: 46:right_finger1_joint
53 name: left_index3_joint, parent: 48:left_index2_joint
54 name: left_finger3_joint, parent: 49:left_finger2_joint
55 name: right_index3_joint, parent: 51:right_index2_joint
56 name: right_finger3_joint, parent: 52:right_finger2_joint
-- --
Skeleton created out of jME OGRE skeleton, 57 joints
Exception in thread "main" java.lang.IllegalArgumentException: length: 0
at raft.jpct.bones.MeshChannel.<init>(MeshChannel.java:41)
at raft.jpct.bones.MeshChannel.<init>(MeshChannel.java:25)
at raft.jpct.bones.BonesImporter.convertJMEMeshChannel(BonesImporter.java:590)
at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:247)
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:112)
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:88)
at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

6
Support / Basic Question: Capturing the FrameBuffer
« on: June 22, 2011, 09:02:15 am »
Hi,

Is it possible to capture the FrameBuffer(i.e. a snapshot of what user sees) and save it as JPG/PNG?

Regards

7
Bones / Full Sleeve and Half Sleeve Shirts
« on: May 25, 2011, 12:51:25 pm »
hi raft,

I am planning to use a mesh (that sits on the same skeleton as the body) for shirt.  Is it possible to use the same mesh for full-sleeve and half-sleeve shirts.  If that is possible, how do we assign the texture coordinates?

Thanks,
Babu

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