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Topics - fooyou

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Hi ! EgonOlsen! and everyone ! I have question to consult !  I want to know if JPCT support dynamic textures? for example .
I get  a model ,rabbit with skin a animation made by 3ds Max tool !  and it was mapped a texture ,a image. especially, when playing  the animation . it needs change  texture UV ,in other words !a same part of an Objcet3D (not all Object3D), at different time ,it should have different texture.  just like a people undress a clothes and show the inside clothes.


Support / how dose the method : Camera.setPosition() work
« on: June 20, 2013, 03:34:04 am »
Hello ! everyone ! I have a question to consult U. I dont know how dose the method : Camera.setPosition() work .
could U tell me the work principium of the this method . Is the position according to origin in the  world space .or is it pile up ? if I call the   Camera.setPosition()  with a different vector coordinate  second times  or more . help !thanks!

  the problems when exporting models from maya with ogreMax
Hi,raft . I  need U help !I'm a newer  for JPCT and bones.  first of all, my artist make a 3D model "rabit"  by Maya ,and they give me a *.mb file  ,then I export it  by OgreMax plugin ,  and  i take setting  in plugin like this , the capture pic following :

1. scene setting :   
2. object setting :

and next , I select "export all " under  file menu , then  i can get a *.mesh.xml file and a *.skeleton.xml file  ,the issue is that ,
in my *.mesh.xml ,it is added a another submesh  tag   like  <submesh material="NoMaterial"  at  submeshs
the pic following . note the  submeshs tag

but in my model , it just have two submesh ,How does the third tag  "NoMaterial" be created ?  all of them lead a problem ,yet  I conver the mesh.xml file to bones file  by the jMEimport bat file  ,and  it success . so next ,i load the *.bones file in my project demo on the Android Phone it susscefull ,but the view on phone screen is so strange , 

the screen capture pic following :

there a lot of unknow polygons. i dont know how they were created .in my model ,just have a rabit only ! so I the think the problem is caused by  the  redundant   and useless submesh tag <submesh material="NoMaterial" usesharedvertices="false" use32bitindexes="false" operationtype="line_list">

I use res from the demo ,"ninja " model ,It works fine. why not in my own model??

     Now ,i dont know how does tag be created when exporting ! could you give me some  advcices? or give me example a *.mb file working nomarl ??
    is there anything else settings need to be noted in plugin?? or when artist 3D models manufacture! ?? any other requirements??   
    is there anything else info about my projcet should provide to U. please tell me .if possible  ,i will take them .
    I m waitting for the answer online  all the time .
    thks raft
    by Fooyou  , my  Email:

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