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Messages - Babu

Pages: 1 [2] 3 4 5
16
thanks a lot, raft.  :-[
I have mailed you the drop from my artist.  Feel free to let me know if you require anything else.

17
I didn't change anything in CameraOrbitController.
However, I used Camera.getDirection() to get the direction and then print it.  But still the 'y' is zero.  :o
Code: [Select]
AMSRenderer(2858): <onDrawFrame> Camera's Direction=(0.0,0.0,-1.0)
I am attaching the CameraOrbitController that I am using...  :-\



[attachment deleted by admin]

18
I needed only one model in the center of the screen.
So the only difference between the ninja-demo and my app is that, I've commented out "ninja.getRoot().translate" in the function, addNinja().

19
I don't build the desktop samples  :(
ok.. I'll check if I have changed anything from the NinjaDemo.. and then get back to you...

20
Bones / Model in the app looks different from what is seen in Maya
« on: July 01, 2011, 09:35:49 am »
hi raft,
I am seeing a difference between the way the model is displayed in my app (which used NinjaDemo as the base) and the way model is displayed in Maya.  The model looks OK when viewed in Maya. 
But in the Android Emulator and the Samsung Android device, the center of the model looks like it has been pulled closer to the camera.  As a result the center portions of the model looks larger and the portion away from the center are looking smaller; which actually doesn't look good.
I tried manipulating 'cameratarget.y'.  But it didn't help.   :(
I've mailed you the screenshots from Maya and Android Emulator (couldn't attach in the post due to size restriction).Can you please help me identifying the root cause?

21
Support / Re: Basic Question: Capturing the FrameBuffer
« on: June 29, 2011, 07:14:40 pm »
thanks, raft. That's exactly how I resolved it.   8)

Also, I needed to save the bitmap as a png file.  I didn't want to do file operations in my renderer and so needed to pass the bitmap back to UI thread (activity) and also I needed the UI-Thread to have complete knowledge on the completion of file operations. 

So I created a 'Handler' in my UI-Thread and passed it to the renderer (constructor parameter). 
Once Renderer completes the queued operation, i.e. creation of the bitmap, it will post a 'Message' back to the UI-Thread, using the 'Handler'.  The bitmap goes back to the UI-Thread as 'Message.obj'

Sorry, I wanted to share this with the community, but got sucked into pose animation issues.... and you know that  ;D

22
Bones / Re: Clip "sequence" issue.
« on: June 29, 2011, 05:55:39 pm »
thanks a lot, raft, you rock!!  :D

23
Bones / Re: Issue with conversion to .bones
« on: June 29, 2011, 04:03:52 pm »
thanks a lot, raft  :D.  this would give our artist some useful space to work on..

24
Bones / Clip "sequence" issue.
« on: June 29, 2011, 03:58:40 pm »
hi raft,

Can you please let me know if there is logic behind the index nos. for the pose-clips (in the PoseClipSequence)?
I am seeing that the sequence (or order) in which pose-clips are present in the xml file is not the same as it is in the PoseClipSequence  :(

For my app I need the pose-clips to be in some predictable sequence.  So,
1. What should I do so that the order in the xml file and the order in the PoseClipSequence are same?
2. Or is there possibility of "animatePose()" API supporting a clip-name in the near future?

Thanks,
Babu

25
Bones / Re: Issue with conversion to .bones
« on: June 29, 2011, 03:22:53 pm »
hi raft, we kinda solved the problem. :)
My artist was trying to use two different materials for the different portions of the same mesh and that was causing the exporter to generate an empty clip.  So we got around the problem by using same material for the entire mesh.

Thanks for the support  :D

26
Bones / Re: Issue with conversion to .bones
« on: June 29, 2011, 06:13:44 am »
my artist has tried couple other things.  But still same problem is occurring.   :(
Only difference is that this time the exception is thrown after the skeletal-animation has been generated.  He said that he followed the following threads to do the correction; but no luck.
Code: [Select]
http://89.151.96.106/forums/viewtopic.php?f=8&t=39134
http://www.ogre3d.org/forums/viewtopic.php?p=143098&highlight=#143098

I've mailed you the .mesh and .skeleton files.  Can you please have a look at them and let me know what is going wrong?  :-[

27
Bones / Re: Issue with conversion to .bones
« on: June 28, 2011, 02:12:13 pm »
thanks, raft  :).  I will ping my artist...

28
Bones / Issue with conversion to .bones
« on: June 28, 2011, 09:12:26 am »
hi raft,

I am back   :D again.  I got a recent set of deliverables from my artist.  When I tried to convert the .xml files .bones, i got the following exception.  Any idea what's going wrong?
Code: [Select]
Jun 28, 2011 12:37:34 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Jun 28, 2011 12:37:35 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Jun 28, 2011 12:37:35 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Jun 28, 2011 12:37:35 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
-- total 57 joint(s) --
0 name: Root, parent:
1 name: Pelvic, parent: 0:Root
2 name: hip, parent: 1:Pelvic
3 name: left_hip_joint, parent: 1:Pelvic
4 name: right_hip_joint, parent: 1:Pelvic
5 name: stomach, parent: 2:hip
6 name: left_knee_joint, parent: 3:left_hip_joint
7 name: right_knee_joint, parent: 4:right_hip_joint
8 name: spine, parent: 5:stomach
9 name: left_ankle_joint, parent: 6:left_knee_joint
10 name: right_ankle_joint, parent: 7:right_knee_joint
11 name: chest, parent: 8:spine
12 name: left_ball_joint, parent: 9:left_ankle_joint
13 name: right_ball_joint, parent: 10:right_ankle_joint
14 name: Clavicle, parent: 11:chest
15 name: left_toe_joint, parent: 12:left_ball_joint
16 name: right_toe_joint, parent: 13:right_ball_joint
17 name: neck, parent: 14:Clavicle
18 name: left_collar_joint, parent: 14:Clavicle
19 name: right_collar_joint, parent: 14:Clavicle
20 name: neck1, parent: 17:neck
21 name: left_shoulder_joint, parent: 18:left_collar_joint
22 name: right_shoulder_joint, parent: 19:right_collar_joint
23 name: neck2, parent: 20:neck1
24 name: left_elbow_joint, parent: 21:left_shoulder_joint
25 name: right_elbow_joint, parent: 22:right_shoulder_joint
26 name: head, parent: 23:neck2
27 name: left_wrist_joint, parent: 24:left_elbow_joint
28 name: right_wrist_joint, parent: 25:right_elbow_joint
29 name: head2, parent: 26:head
30 name: mouth, parent: 26:head
31 name: left_thumb_joint, parent: 27:left_wrist_joint
32 name: left_wrist1_joint, parent: 27:left_wrist_joint
33 name: right_thumb_joint, parent: 28:right_wrist_joint
34 name: right_wrist1_joint, parent: 28:right_wrist_joint
35 name: left_thumb1_joint, parent: 31:left_thumb_joint
36 name: left_index_joint, parent: 32:left_wrist1_joint
37 name: left_finger_joint, parent: 32:left_wrist1_joint
38 name: right_thumb1_joint, parent: 33:right_thumb_joint
39 name: right_index_joint, parent: 34:right_wrist1_joint
40 name: right_finger_joint, parent: 34:right_wrist1_joint
41 name: left_thumb2_joint, parent: 35:left_thumb1_joint
42 name: left_index1_joint, parent: 36:left_index_joint
43 name: left_finger1_joint, parent: 37:left_finger_joint
44 name: right_thumb2_joint, parent: 38:right_thumb1_joint
45 name: right_index1_joint, parent: 39:right_index_joint
46 name: right_finger1_joint, parent: 40:right_finger_joint
47 name: left_thumb3_joint, parent: 41:left_thumb2_joint
48 name: left_index2_joint, parent: 42:left_index1_joint
49 name: left_finger2_joint, parent: 43:left_finger1_joint
50 name: right_thumb3_joint, parent: 44:right_thumb2_joint
51 name: right_index2_joint, parent: 45:right_index1_joint
52 name: right_finger2_joint, parent: 46:right_finger1_joint
53 name: left_index3_joint, parent: 48:left_index2_joint
54 name: left_finger3_joint, parent: 49:left_finger2_joint
55 name: right_index3_joint, parent: 51:right_index2_joint
56 name: right_finger3_joint, parent: 52:right_finger2_joint
-- --
Skeleton created out of jME OGRE skeleton, 57 joints
Exception in thread "main" java.lang.IllegalArgumentException: length: 0
at raft.jpct.bones.MeshChannel.<init>(MeshChannel.java:41)
at raft.jpct.bones.MeshChannel.<init>(MeshChannel.java:25)
at raft.jpct.bones.BonesImporter.convertJMEMeshChannel(BonesImporter.java:590)
at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:247)
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:112)
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:88)
at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

29
Support / Re: Basic Question: Capturing the FrameBuffer
« on: June 26, 2011, 10:34:21 am »
hi Egon,

I tried the solution mentioned in the forum topic that you pointed me to.  I did this.
I introduced a new method called getBitmap() in my Renderer.
Code: [Select]
public Bitmap getBitmap()
{
int[] tmpPixels = mFrameBuffer.getPixels();
        for (int i = 0; i < tmpPixels.length; i++){
            int tmpInt = tmpPixels[i] + 0xff000000;
            int red = (tmpInt & 0x00ff0000)>>16;
            int blue = (tmpInt & 0x000000ff)<<16;
            tmpInt &= 0xff00ff00;
            tmpInt += red + blue;
            tmpPixels[i] = tmpInt;
        }
        Bitmap lastImage = Bitmap.createBitmap(tmpPixels,
        mFrameBufferWidth, mFrameBufferHeight, Bitmap.Config.ARGB_8888);
       
        return lastImage;
}

Then called this method from my Activity's onButtonClickListener.
Code: [Select]
mBtnDone.setOnClickListener(new View.OnClickListener() {
    public void onClick(View v)
    {
        Bitmap bmp = mRenderer.getBitmap();
        ...............
        ................
     }
});

Then when the button is clicked... i got the following exception.  :(
Code: [Select]
06-26 12:23:39.069: ERROR/AndroidRuntime(340): FATAL EXCEPTION: main
06-26 12:23:39.069: ERROR/AndroidRuntime(340): java.lang.ClassCastException: com.threed.jpct.World
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at com.threed.jpct.GLRenderer.execute(GLRenderer.java:1721)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at com.threed.jpct.FrameBuffer.getPixels(FrameBuffer.java:449)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at com.goora.ams.model.AMSRenderer.getBitmap(FMSRenderer.java:438)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at com.goora.ams.ui.ModelMain$11.onClick(AvatarMain.java:634)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at android.view.View.performClick(View.java:2485)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at android.view.View$PerformClick.run(View.java:9080)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at android.os.Handler.handleCallback(Handler.java:587)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at android.os.Handler.dispatchMessage(Handler.java:92)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at android.os.Looper.loop(Looper.java:123)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at android.app.ActivityThread.main(ActivityThread.java:3683)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at java.lang.reflect.Method.invokeNative(Native Method)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at java.lang.reflect.Method.invoke(Method.java:507)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)
06-26 12:23:39.069: ERROR/AndroidRuntime(340):     at dalvik.system.NativeStart.main(Native Method)

I am not sure if it has got anything to do with the communication between the UI thread (Activity) and the Renderer thread  ::).  Any idea what's going wrong?  Meanwhile I'll do more analysis in parallel.

- Thanks...

30
Support / Re: Basic Question: Capturing the FrameBuffer
« on: June 23, 2011, 07:53:18 am »
thanks, Egon.  I will check that out and get back to you.

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