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Messages - subhalakshmi27

Pages: [1] 2
1
Bones / Re: Water particle to come out of bottle, need help
« on: August 15, 2012, 04:01:24 pm »
Hi Raft,

Thanks for the reply.

How to achieve this effect in JPCT? What format should I go for?

Regards,
Subha

2
Bones / Water particle to come out of bottle, need help
« on: August 14, 2012, 05:06:49 pm »
Hi All,
I have a water bottle to be animated. When user shakes the bottle water should come out from the water bottle. I got the mesh and skeleton file for the water bottle, but I am not sure how to get the water coming out of the bottle.

My graphic designer in addition to bottle.mesh and bottle.skeleton has given me bottle.material file and water.particle.xml file. I am not sure how to use the files along with bones.

Link for water.particle.xml file for your reference,

https://docs.google.com/open?id=0B2uZizkynuR0M29GZTBoOHdpeUU

Please help me in this regard.

Regards,
Subha

3
Support / Random Crash in onDrawFrame
« on: August 03, 2012, 03:46:50 pm »
Hi All,

In my application based on gesture event Objects are moved. On collision with other object, I remove the object. Some times I am getting random crashes onDrawFrame() because of NullPointerException in drawVertexArray.


08-03 19:05:13.160: E/AndroidRuntime(18542): FATAL EXCEPTION: GLThread 18
08-03 19:05:13.160: E/AndroidRuntime(18542): java.lang.NullPointerException
08-03 19:05:13.160: E/AndroidRuntime(18542):    at com.threed.jpct.GLRenderer.drawVertexArray(GLRenderer.java:2127)
08-03 19:05:13.160: E/AndroidRuntime(18542):    at com.threed.jpct.World.draw(World.java:1354)
08-03 19:05:13.160: E/AndroidRuntime(18542):    at com.threed.jpct.World.draw(World.java:1135)
08-03 19:05:13.160: E/AndroidRuntime(18542):    at com.goora.matthew.nappybunch.ui.BlendRenderer.onDrawFrame(BlendRenderer.java:445)
08-03 19:05:13.160: E/AndroidRuntime(18542):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1388)
08-03 19:05:13.160: E/AndroidRuntime(18542):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1138)

I am not sure what I am doing wrong. Any idea why this can happen?

4
Support / Re: Object is not fully seen
« on: July 12, 2012, 03:16:35 pm »
Hi Egon,

I am attaching the screen shot. I think I found the root cause.

I found that in default skeleton pose, the character has legs up and hands closed. And in animation the legs are down. The height is calculated on default pose and I got small value, and the camera is placed based on it. And on animation the legs are not seen. I have asked the animation designer to give the default pose with hands opened and legs down.

Can you please let me know if my analysis is correct.

Thanks and Regards,
Subha

[attachment deleted by admin]

5
Support / Object is not fully seen
« on: July 10, 2012, 12:15:49 pm »
Hi All,

I am using bones in my android project. My object is very near to the camera, as it is close to the camera, object is not fully seen. Camera radius is calculated based on the height of the object.

float[] bb = calcBoundingBox();
      Log.d(TAG, "autoAdjustCamera: Bounding box="+bb.toString());
      
      float groupHeight = bb[3] - bb[2];
      Log.d(TAG, "autoAdjustCamera: groupHeight="+groupHeight);
       
      cameraRadius = calcDistance(camera, frameBuffer,
              frameBuffer.getHeight() / 1.5f , groupHeight);
        minCameraRadius = groupHeight / 10f;
        cameraTarget.y = (bb[3] + bb[2]) / 2;

I noticed the width and height obtained from  skin.getMesh().getBoundingBox(); is very small values but the actual object is not a small object.

07-10 15:44:35.070: D/BlendShape(5727): height min-7.421923

07-10 15:44:35.070: D/BlendShape(5727): height max-0.5732739

07-10 15:44:35.070: D/BlendShape(5727): width min-1.96085

07-10 15:44:35.070: D/BlendShape(5727): width max1.96652


Please let me know if there is any issue in calculating the camera radius or there is any issue in my model.

Thanks and Regards,
Subha

6
Bones / Re: Multiple rotation argument in bones conversion
« on: May 17, 2012, 07:17:15 am »
Hi All,

Instead of jmeOgre2Bones.bat when I used jmeOgre2Bones.sh this problem is not observed and it was working fine.

Regards,
Subha

7
Bones / Multiple rotation argument in bones conversion
« on: May 17, 2012, 07:07:40 am »
Hi All,

I am trying to convert mesh.xml file to .bones file with multiple rotation argument (x90,z180) but I am getting an Illegal argument exception.


D:\jpct\bones\Bones\scripts>jmeOgre2Bones.bat -rotation x90,z180 -out model_rot_x90_z180.group.bones -in model.mesh.xml

D:\jpct\bones\Bones\scripts>echo off
Exception in thread "main" java.lang.IllegalArgumentException: Unknown args: [z1
80]
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:167)


I saw the help manual, it is mentioned to add comma between the arguments.

usage: JMEOgreImporter [options] -in <ogre.mesh.xml> [ogre.mesh.xml...]
options:
    -out <destination file>                         : destination file to write
    -scale <scale>                                  : loading scale, default 1
    -rotation <<x|y|zdegrees>[,x|y|zdegrees]...>    : loading rotation, default
none (sample: x180,y180)

Please let me know if I am missing some arguments.

Thanks and Regards,
Subha

8
Bones / Re: Problem while converting skeleton to xml
« on: May 17, 2012, 07:01:12 am »
Hi raft,

I asked in ogre forum, there is a patch for this issue. I have to apply the patch and create new batch file for converting ogre file to xml file. Thanks for your help.

Regards,
Subha

9
Bones / Problem while converting skeleton to xml
« on: May 08, 2012, 07:09:40 pm »
Hi,

I am getting following error while converting the skeleton file to xml,

lod levels       = none (or use existing)
Generate edge lists  = 1
Generate tangents = 0
 semantic = TANGENT
 parity = 0
 split mirror = 0
 split rotated = 0
Reorganise vertex buffers = 1
Optimise animations = 1
-- END OPTIONS --

Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
Registering ResourceManager for type Mesh
Registering ResourceManager for type Material
Registering ResourceManager for type Skeleton
Exception caught: A bone with the handle 1 already existsUnregistering ResourceM
anager for type Skeleton
Unregistering ResourceManager for type Material
Unregistering ResourceManager for type Mesh


Please let me know when this error can occur ?

Regards,
Subha

10
Support / Normal Map for Texture
« on: January 27, 2012, 04:23:31 pm »
Hi All,

My graphic designer likes to know if she can use Normal maps for the texture. Is it possible to use the texture which has used normal map?

Thanks,
Subha

11
Support / Detecting touch on particular position on the model
« on: January 27, 2012, 04:42:04 am »
Hi All,

I like to know if a particular part like head or leg in the model is touched. With collision detection I am able to get the polygon ID. As Polygon ID is generated by the JPCT_AE system, will I be able to map the model with polygon ID and know which particular part is touched?

Or do I need to make head and leg as separate meshes so that I can detect using collision detection?


Thanks,
Subha

12
Bones / Re: collision with Bones
« on: January 24, 2012, 07:03:27 am »
Hi Raft,

I understood the concept now. In Bones example Animated Group is added to World.

For collision to work, along with this Animate3D object has to be added to the world. I was adding the listener without adding the object to the world, I assumed that adding the animated group should work for collision.

world.addObject(Object3D). Now I am able to detect the colloision now.

private AnimatedGroup character;
Object3D char_main = null;

character = BonesIO.loadGroup(res.openRawResource(R.raw.ninja));

char_main = character.get(0);
world.addObject(character.get(0));
character.addToWorld(world);

Thanks a lot for your help.

Regards,
Subha

13
Bones / Re: collision with Bones
« on: January 13, 2012, 01:14:37 pm »
Hi Raft,

I am sorry. I modified the code, but forgot to attach the same.

In normal 3D object I checked both collision listener and Touch Event, both worked. I applied the same logic in bones example. I am attaching normal 3D code (HelloWorld.java) when the user touches the object in onTouchEvent, by reproject2D3DWS and CalcMinDistance, the object which has been clicked was found.
Similarly by addcollisionlistener, collision was detected. Both the log message was seen when user touch event happened.

Sorry for troubling you.

Thanks and Regards,
Subha

[attachment deleted by admin]

14
Bones / Re: collision with Bones
« on: January 13, 2012, 12:51:41 pm »
Hi Raft,

I am checking if the user touches 3D model. If the 3D model is been picked (compatible way for http://www.jpct.net/wiki/index.php/Picking)

Here the user touch is the collision. In normal Object3D, if user touches the 3D model, CollisionListener (public void collision(CollisionEvent arg0)) was called. In Bones on user touch collision function was never called.

Regards,
Subha




15
Bones / Re: collision with Bones
« on: January 13, 2012, 06:05:11 am »
Hi Raft,

I tried again, but no luck. I am attaching the source code.
Previously in JPCT-AE forum, when the collision didn't work, One suggestion was given to make the screen as full screen. I did the same in this project also.

<activity
            android:label="@string/app_name"
            android:name=".BlendprojectActivity"
            android:theme="@android:style/Theme.NoTitleBar.Fullscreen">
            <intent-filter >
                <action android:name="android.intent.action.MAIN" />

                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>

Do I need to post the question in JPCT-AE forum also ? I need the collision as I am trying to detect if the user has touched any specific area in animation.  :(

Thanks in Advance.

Regards,
Subha

[attachment deleted by admin]

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