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Messages - Locust

Pages: [1]
1
Support / Re: Car Reflections
« on: June 30, 2017, 10:56:54 am »
Device: Samsung Galaxy Tab S2 (9.7, LTE) (SM-T819)

Now the logcat limited to Shader. The shaderloading logs are manually set between the creation of the shader, textureloading and setting the shader to the object. Weird that there arent any outputs between them. That cant be right.

Code: [Select]
I/Adreno: QUALCOMM build                   : 2e6580f, I3fd0b1e797
                                           Build Date                       : 10/04/16
                                           OpenGL ES Shader Compiler Version: XE031.06.00.02
                                           Local Branch                     :
                                           Remote Branch                    :
                                           Remote Branch                    :
                                           Reconstruct Branch               :
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShader.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShader.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex0Amb.src
                                                                     
                                                                     [ 06-30 10:22:56.456 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex0Amb.src
                                                                     
                                                                     [ 06-30 10:22:56.466 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex0.src
                                                                     
                                                                     [ 06-30 10:22:56.486 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex0.src
                                                                     
                                                                     [ 06-30 10:22:56.486 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex1.src
                                                                     
                                                                     [ 06-30 10:22:56.556 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex1.src
                                                                     
                                                                     [ 06-30 10:22:56.566 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex0Light0.src
                                                                     
                                                                     [ 06-30 10:22:56.656 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex0Light0.src
                                                                     
                                                                     [ 06-30 10:22:56.666 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderFog.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderFog.src
                                                                     
                                                                     [ 06-30 10:22:56.706 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderFogLight0.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderFogLight0.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderDepth.src
                                                                     
                                                                     [ 06-30 10:22:56.836 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderDepth.src
                                                                     
                                                                     [ 06-30 10:22:56.836 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/Shaderloading: begin
I/Shaderloading: end

I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShader.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShader.src
                                                                     
                                                                     [ 06-30 10:22:57.506 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex0Amb.src
                                                                     
                                                                     [ 06-30 10:22:57.516 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex0Amb.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex0.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex0.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex1.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex1.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderTex0Light0.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderTex0Light0.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderFog.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderFog.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderFogLight0.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderFogLight0.src
I/jPCT-AE: Default fragment shader is: /defaultFragmentShader.src
I/jPCT-AE: Loading /defaultFragmentShaderDepth.src
I/jPCT-AE: Default vertex shader is: /defaultVertexShader.src
I/jPCT-AE: Loading /defaultVertexShaderDepth.src
                                                                     
                                                                     [ 06-30 10:22:57.586 10014:10149 W/         ]
                                                                     Unable to open '/system/framework/qcom.fmradio.jar': No such file or directory

2
Support / Re: Car Reflections
« on: June 30, 2017, 08:53:13 am »
Ok the actual version change seems to actually work.
The problem is the apparently the actual shader. Once I set the shader to the Object it doesnt show up anymore.
Any Idea if anything went wrong in the shader code?

3
Support / Re: Car Reflections
« on: June 29, 2017, 01:30:29 pm »
Code: [Select]
mGLView.setEGLConfigChooser(new NVDepthConfigChooser(mGLView));
Using this line instead just results in a black screen, while the other config atleast showed the camera image. Both dont show any 3d Models though.

4
Support / Re: Car Reflections
« on: June 29, 2017, 09:20:03 am »
I did the changes to the init according to this link:
http://www.jpct.net/wiki/index.php?title=OpenGL_ES_2.0_support

Code: [Select]
mGLView = new GLSurfaceView(getApplication());
mGLView.setEGLContextClientVersion(2);

mGLView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
Code: [Select]
fb = new FrameBuffer(w, h);
I couldnt find any relevent log output either. The 3D models are just not showing.

5
Support / Re: Car Reflections
« on: June 22, 2017, 03:30:28 pm »
hmm youre right, I still had to change the Open GL ES version, I did change the lines mentioned here:
http://www.jpct.net/wiki/index.php?title=OpenGL_ES_2.0_support

But now I get a complete black screen instead, are there any major incompatibilities between the standard OpenGL version and 2.0?


6
Support / Re: Car Reflections
« on: June 22, 2017, 11:57:27 am »
Actually, the blending mode has no impact if you are using a shader, because the shader does the blending.
Hmm thats super weird then, because it definitely changes the outcome for me.
e.g. heres the same  scene just with add instead of  blend.

For specular, you would have to modify the lighting calculation in the shader. A simple hack might be to use the square root of the lighting's intensity instead of the intensity itself. If that's not good enough, you have to switch to per pixel lighting somehow.

Gonna look into that

7
Support / Re: Car Reflections
« on: June 22, 2017, 09:27:11 am »
I actually fixed the transparency issues, that was an error on my end. So the car model is part of an augmented reality app and I want it to better blend in to the real world.

The first picture shows the car with the simple texture and no shader.

The 2nd picture shows the car with the shader and MODE_BLEND and you can see that it is just darkening the mode in some areas. I tried different modes which looked even worse.


Also to get it more realistic is there an option to make it use specular lightning? I know there is setSpecularLightning but does it do anything if I have a shader applied?

8
Support / Re: Car Reflections
« on: June 16, 2017, 03:22:10 pm »
This is the code I use for creating the shader and loading the textures.

I dont seem to get the desired result with this. I also tried different Modes when adding the second texture to the TextureInfo, aswell as changing the order in which the textures are assigned to the TextureInfo.
The transparency on the result is also messed up.

Am I doing something wrong?

Code: [Select]
            String vertex = Loader.loadTextFile(mContext.getResources().openRawResource(R.raw.reflection_vert));
            String fragment = Loader.loadTextFile(mContext.getResources().openRawResource(R.raw.reflection_frag));
            GLSLShader shader = new GLSLShader(vertex,fragment);

            Texture texture = new Texture(mContext.getResources().openRawResource(R.raw.hatchback_diffuse));
            texture.keepPixelData(true);
            if(!TextureManager.getInstance().containsTexture("car_diffuse"))
                TextureManager.getInstance().addTexture("car_diffuse", texture);

            Texture environment = new Texture(mContext.getResources().openRawResource(R.raw.environment));
            if(!TextureManager.getInstance().containsTexture("environment"))
                TextureManager.getInstance().addTexture("environment",environment);

            TextureInfo textureInfo = new TextureInfo(TextureManager.getInstance().getTextureID("car_diffuse"));
            textureInfo.add(TextureManager.getInstance().getTextureID("environment"),TextureInfo.MODE_ADD);

            o3d.setTexture(textureInfo);
            o3d.setShader(shader);

9
Support / Re: Animate an avatar with jpct for Android
« on: June 08, 2017, 10:54:55 am »
I basically did what you want. I did my model in MakeHuman exported it to Blender and animated it there.

Export your model from blender to the Ogre XML mesh format. Bones has some scripts appended which lets you transform these into native bones format, which can be easily loaded by the engine.
How-to: http://www.jpct.net/wiki/index.php?title=Exporting_from_Blender_to_Bones
I have 220 keyframes created by makewalk yet but I can keep only 8 to get a good movement.
I don't really get whats the point here.
Could I still change my object's textures with this format?
I guess, but I havent tried changing textures at runtime yet.

10
Support / Re: Car Reflections
« on: June 01, 2017, 02:16:04 pm »
The easiest way would be to use a custom shader and second texture for a spherical environment map. That wouldn't give you proper reflections, but it might look good enough. I can provide you with a basic shader example for that it that helps.

That would be great, since I havent touched shaders yet.

11
Support / Car Reflections
« on: June 01, 2017, 09:40:40 am »
Hey

I have a 3d model of a car with a single texture and to make it look good I need to have some kind of reflections on the metal.

Whats the best way to achieve a more realistic look?

12
Bones / Re: Model only loadable as AnimatedGroup
« on: May 05, 2017, 03:04:15 pm »
So for clarification if I use this code

Code: [Select]
AnimatedGroup model = BonesIO.loadGroup(stream);
 a3d = model.get(0);

I got everything inside the a3d Animated3D and can basically omit the group after that line of code?

Thanks for the quick answer

13
Bones / Model only loadable as AnimatedGroup
« on: May 04, 2017, 12:54:25 pm »
Hey raft,

I have exported an animated character from blender via ogrexml and converted it into a native bones model.
I get following output on the console:
Code: [Select]
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
Mai 04, 2017 11:46:09 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton

WARNUNG: Rotation axis not normalized
-- total 53 joint(s) --
0 name: Root, parent:
1 name: pelvis, parent: 0:Root
2 name: spine_01, parent: 1:pelvis
3 name: thigh_l, parent: 1:pelvis
4 name: thigh_r, parent: 1:pelvis
5 name: spine_02, parent: 2:spine_01
6 name: calf_l, parent: 3:thigh_l
7 name: calf_r, parent: 4:thigh_r
8 name: spine_03, parent: 5:spine_02
9 name: foot_l, parent: 6:calf_l
10 name: foot_r, parent: 7:calf_r
11 name: clavicle_l, parent: 8:spine_03
12 name: clavicle_r, parent: 8:spine_03
13 name: neck_01, parent: 8:spine_03
14 name: ball_l, parent: 9:foot_l
15 name: ball_r, parent: 10:foot_r
16 name: upperarm_l, parent: 11:clavicle_l
17 name: upperarm_r, parent: 12:clavicle_r
18 name: head, parent: 13:neck_01
19 name: lowerarm_l, parent: 16:upperarm_l
20 name: lowerarm_r, parent: 17:upperarm_r
21 name: hand_l, parent: 19:lowerarm_l
22 name: hand_r, parent: 20:lowerarm_r
23 name: index_01_l, parent: 21:hand_l
24 name: middle_01_l, parent: 21:hand_l
25 name: pinky_01_l, parent: 21:hand_l
26 name: ring_01_l, parent: 21:hand_l
27 name: thumb_01_l, parent: 21:hand_l
28 name: index_01_r, parent: 22:hand_r
29 name: middle_01_r, parent: 22:hand_r
30 name: pinky_01_r, parent: 22:hand_r
31 name: ring_01_r, parent: 22:hand_r
32 name: thumb_01_r, parent: 22:hand_r
33 name: index_02_l, parent: 23:index_01_l
34 name: middle_02_l, parent: 24:middle_01_l
35 name: pinky_02_l, parent: 25:pinky_01_l
36 name: ring_02_l, parent: 26:ring_01_l
37 name: thumb_02_l, parent: 27:thumb_01_l
38 name: index_02_r, parent: 28:index_01_r
39 name: middle_02_r, parent: 29:middle_01_r
40 name: pinky_02_r, parent: 30:pinky_01_r
41 name: ring_02_r, parent: 31:ring_01_r
42 name: thumb_02_r, parent: 32:thumb_01_r
43 name: index_03_l, parent: 33:index_02_l
44 name: middle_03_l, parent: 34:middle_02_l
45 name: pinky_03_l, parent: 35:pinky_02_l
46 name: ring_03_l, parent: 36:ring_02_l
47 name: thumb_03_l, parent: 37:thumb_02_l
48 name: index_03_r, parent: 38:index_02_r
49 name: middle_03_r, parent: 39:middle_02_r
50 name: pinky_03_r, parent: 40:pinky_02_r
51 name: ring_03_r, parent: 41:ring_02_r
52 name: thumb_03_r, parent: 42:thumb_02_r
-- --
Skeleton created out of jME OGRE skeleton, 53 joints
[ Thu May 04 11:46:09 CEST 2017 ] - WARNING: skipping null TexCoords
Created skeleton animation clip: my_animation
Loaded ogre file: V2_Male1591.mesh.xml, scale: 1, rotation: Quaternion [X=-6.123
234E-17, Y=6.123234E-17, Z=1.0, W=3.7493998E-33]
        1 sub objects, 1 skin animation(s), 0 pose animation(s)
Saved bones-group to pedestrian.bones

You can see the model consist only of one mesh and one skeleton/animation.
You can also see its saved the bones-group.

Now Id like to import this animated mesh as an Animated3D and not an AnimatedGroup ( would have to refactor quite some code to make it work with AnimatedGroups.

I get thrown and excpetion when trying to load it as an Animated3D, saying it doesnt recognize "bone-group".
Any clues why this is happening, or is there a way around that?


PS: I noticed the bones website went down like a week ago. Any information on that?

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