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Messages - panthenol

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1
News / Re: Version 1.22 has been released!
« on: June 01, 2011, 11:28:44 am »
Just about the camera , it's very easy ,
you can parent a bone with two joints to the camera , bake the camera animation on top of it  and export it with ogreMax
then , you can use the bone to orient the camera , ( the first joint for the position , and the second for the orientation ( using lookat)  )
the small issue would be lenses and safe action zone , but it's not a huge problem

personally , since i do all the levels in maya ( or max , or softimage , or blender  ;D) i would not need unity at all
I export everything in obj ( or 3ds) , and I have the  exact same scene in jpct by reading object names in the *.obj

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Support / Re: load3ds example
« on: May 22, 2011, 02:09:36 pm »
Perhaps the issue comes from the model ?
what is the polycount ? does it contains more than 4 sided faces , or things like that ?

if you need to load a single object from your 3ds file , maybe a loop is not that usefull ,
as it was already said in an earlier post , have you tried Object3D.mergeAll ?

Code: [Select]
Object3D o = Object3D.mergeAll(loadModel("res/" + thingName + ".3ds", thingScale); );

3
Bones / Re: Bones and Softimage
« on: May 22, 2011, 02:02:53 pm »
Yes actually , i gotta check this also  :D  
I will try this as soon as i have a little bit more time , thanks for the link !

4
Bones / Bones and Softimage
« on: May 21, 2011, 04:55:18 pm »
Exporting from a 3D package to Bones  works really fine using 3Dsmax and Ogre max , and Maya , using DAE_FBX ,
but , as i really like to work with Softimage , i was wondering if anybody have succesfully exported characters using Mod tool and Softimage for instance
if yes , what exporters are you using , how are the rigs , etc...



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Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: May 10, 2011, 03:04:18 pm »
usefull piece of info here also !  thanks guys for sharing this  :D

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Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: May 09, 2011, 12:10:17 pm »
Quote
I had some problems converting from a collada file, however. The first animated frame in a loop does not display corretly
possibly an issue with exporter.

I got no such problem in Maya , but OgreMax is quite a time savior anyway ^^

7
Projects / Re: HTC Live Wallpaper 3D
« on: May 04, 2011, 04:14:25 pm »
Quite nice !  oh ,  you reminded me i gotta do some garden duties as well  ;D


8
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 29, 2011, 03:52:01 pm »
ah , with .mergeAnimations(..) , it's working perfectly , thanks a lot  ;D

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Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 29, 2011, 03:38:33 pm »
Ok , i did'nt thad the the latest Bones version , so i updated and continuing to test  :)

Don't know if it's of any help for anybody , but i found out that maybe some export problems
are coming not from the exporters , but from the character rigs.

On creativecrash.com ,  i found a lot of skeletons with controls inside the bone hierarchy ,
This could be an issue when exporting animation , because the controllers would potentially not be recognised
as bones by  the exporter , while being inside a bone hierarchy , and it would result in breaking bone hierarchy at export.

In ogreMax Xsi , i had several exported controllers set at origin ...

So I think it's a good idea to have the controllers outside the skeleton , controlling it using constraints.
Before export , you can use any utility to bake constraints into animation curves on the bones
( select the bones hierarchy , and go in edit/keys/bake simulation in maya , or plot animation in softimage )
and then , remove everything , but the bones and the meshes before export
 

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Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 29, 2011, 02:46:37 pm »
Hello again ! , so , i don't think i did it right , but :

Code: [Select]
skinnedGroup  = loadDAE(filename);
skinnedGroup1 = loadDAE(filename);
skinnedGroup.getPoseClipSequence().addClip(skinnedGroup1.getPoseClipSequence().getClip(0));
skinnedGroup.getskinClipSequence().addClip(skinnedGroup1.getSkinClipSequence().getClip(0));


gives :
Code: [Select]
Exeption in thread "main" java.lang.NUllPointerExeption

11
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 28, 2011, 03:42:12 pm »
i'm wondering if somebody knows how to implement several animation clips into a single *.dae file , using 3dsmax , or maya
because it could be very tedious to import and serialize each and every animation using a file loader  :-\


12
Projects / Re: Projects anyone?
« on: April 09, 2011, 04:13:29 pm »
i'm working on an adventure game , game assets are 50% complete , and coding should start asap  :D

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