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Topics - idkm23

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Bones / Adding an Object3D to a bone
« on: March 17, 2016, 08:41:39 pm »
My question is simple: How would I add an object3D to a bone? I am making bounding boxes around the limbs of ONE model&skeleton to create collisions between the limbs of the model (so for example the arm cant phase into the torso). I made a box that surrounds the arm (in the base pose), but now I want the box to follow the arm wherever it is. I basically want the vertices to be attached to the bone just like the mesh. Any ideas are appreciated, thanks.

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Support / Trying to find an angle
« on: March 11, 2016, 12:06:35 am »
Hello, I have a somewhat simple question involving some math being applied to the model. I am applying a rotation matrix on a shoulder joint on a model (see below) and I want to find an angle out of it (see the yellow). My first attempt was to convert the rotation matrix to euler angles and then check if any of the coordinates had the result I want. However, none of the rpy corresponded to this. Is there a way to extract this information? There must be, right? Any help is greatly appreciated, let me know if I was unclear!


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Support / Animation benchmarks
« on: January 27, 2016, 05:16:51 pm »
I am currently doing skeletal animation on one joint with no other motion on the model and experiencing about 5 fps. I am only rendering about 1500 polys. I started with 3000 and have been simplifying my model more and more. I am running this on a smart eyeglass with a 1.5GHz processor and 1 gig of ram. Is this many polys unrealistic given my situation? I figured going this low would let me run it smoothly but this is not the case. Also, if it matters at all, I am texturing the character with a tga file. I appreciate any information, thank you.

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Bones / Working with 3ds max models
« on: January 18, 2016, 09:50:59 am »
I am working with this model: http://www.turbosquid.com/3d-models/male-character-rigged-mixamo-x-free/515398

I convert it into ogre-format and test it using the ogre sample to checkout it's skeleton and animations. The skeleton lines up fine. When I animate it, however, it is not the same as in 3ds max. In 3ds max it is just stretching out all the limbs symmetrically, but now it looks like this when I animate:
notice the right arm and it's skeleton are all crumpled into a ball, while the left is stretching more than it should. Any advice is greatly appreciated, I have been spending a lot of time on this.  :(

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Bones / Need a good arm model (desperately)
« on: January 15, 2016, 04:52:35 pm »
Does anyone know what kind of models work well in this framework? What are the best model types that convert well into bones? I need to do skeletal animation and I have been downloading models and converting them, but they are not working as expected. What are some types that you have found work well? (max, blend, etc) Any advice? I am really desperate to find a good, rigged, arm model. If anyone has used a model that worked well, please reply!

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Bones / Rigged JPCT Bone Models
« on: January 07, 2016, 09:37:05 pm »
I am looking for some models that look kinda like this: http://tf3dm.com/download-page.php?url=low-poly-character-rigged-47686
I am not asking for much, just simple people models that work with Bones. Will this guy work for me, or are there better alternatives? He appears to be only available in the blender format.

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Bones / Rotating joints
« on: December 28, 2015, 08:11:02 pm »
I am currently working with ProceduralAnimationSample and I am trying to get our beloved seymour to wave at me. I am having trouble getting his palm to face me. I have the arm waving at me with his palm facing the void adjacent to him with the code below:

Code: [Select]
//elbow oscillatory motion
targetJoint(currentPose, 11, new SimpleVector(-1, 0, 0), new SimpleVector(-1 + Math.cos(seconds) * 5, -20, 0), 1.0f);

When I attempt to use the same method targetJoint for the wrist, I can get his fingers to point at me, but it does not rotate. I think I might need to do something to currentPose, but I am not sure.

Thanks for any insight.

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Bones / Animating in runtime
« on: December 24, 2015, 05:16:49 pm »
In the ninja demo the animations have already been created. My end goal is to send joint-angles to a joint and bend it to that degree. I have been trying to get this to work, but I am somewhat lost. I keep finding that animations are done with prepared files that were made in blender or something else, but I want to animate the skeleton by just programmatically sending angles to the joints.

I believe the seymour demo has accomplished what I would like to do: https://www.youtube.com/watch?v=G3MLLsaKKxI&ab_channel=raft
I believe the skeleton helper may be useful: http://www.jpct.net/forum2/index.php/topic,3300.0.html
Will skeleton helper be of any use to me? Has anyone done something like this and could give me a little guidance? I would greatly appreciate it.

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