Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mizuki Takase

Pages: 1 [2] 3 4 ... 7
Support / Re: OutOfMemoryError
« on: July 24, 2007, 03:50:52 pm »
I am not sure, but maybe you should try to start your applications like: java -Xms256m -Xmx512m gamePackage.GameTest   You can change the values to something really high if you need more memory.

Support / Re: A clothing problem~!
« on: July 19, 2007, 06:01:37 am »
Very yes! At the's constructor, you can find silly things like stff, which is the stiffness of the cloth. mass and gravity also helps too! The biggest problem with Cloth simulation is that cloth can be easily unstable. Big numbers tend to make the cloth react very messy!

Support / Re: A clothing problem~!
« on: July 18, 2007, 10:49:26 pm »
^_^ I emailed you the running example to "hostmaster" email. Please do ask me for anything or everything about the code~!

Support / Re: Skeletal API
« on: June 12, 2007, 03:22:32 pm »
Hay~! I am very interested too. I recalled asking Cyber as well and still am waiting months for it. (I have been super busy anyway, so waiting was not that painful)

Feedback / Re: Members' backgrounds...
« on: May 03, 2007, 04:05:10 pm »
I am simply a dreamer. Even though I have a bachelors in Computer Science, I prefer to be 3d modelling and animating moreso than programming. I have no prior experience to game development. Sadly, I spend most of my days either at work making webpages (I actually do more than that, but that pretty much sums the job description all up) or playing mmorpgs. I am still in the process of re-lighting my passion for game development, but for now, I enjoy reading all the posts in this forum.

Support / A clothing problem~!
« on: December 22, 2006, 10:46:59 pm »
THANK YOU EGON!!! The problem is that I made a bad assumption that the getSourceMesh() would have given the SimpleVectors in some sort of order... Anyway! I just need to do self collision onto the cloth and also make the cloth deform in all three coordinates, and it will then be perfect~! I wonder how I can extend the cloth simulation to work on actual meshes of shirts and dresses. There is not a lot of documentation on that topic. Atleast grid shaped pieces of cloth works~! I really hope to contribute this some year...

Support / Live mesh deformations
« on: December 20, 2006, 06:02:44 pm »


Description copied from interface: IVertexController
Returns the source mesh's vertex data, i.e. the vertex-data that needs modification. Every SimpleVector in this array represents a vertex in the mesh. However, there's no information which vertex exactly (because they don't have ids or something).
Read the data from this array, but don't modify it.

There is also a GenericVertexController.getDestinationMesh() for modifying the mesh dynamically... A good example can be gotten from:

Feedback / Storyboards...
« on: December 20, 2006, 03:37:58 pm »
How does one even make a storyboard? I do not know how to approach programming a storyboard class.

Projects / FutureRP - 2D Isometric Engine with 3D characters
« on: December 20, 2006, 03:34:57 pm »
Blender is the same as 3D Studio in terms of functionality. The biggest difference is that one of the two is cheaper. I have not tried Blender, but I am sure that the software can do everything that 3D Studio can; I still like 3D Studio though...

Support / model size
« on: December 20, 2006, 03:30:40 pm »
It sounds funny, but whenever there is another update to JPCT, can we have a Primitives.createEllipsoid(who knows what is needed)? I would think that would make wild guessing a bit easier if we can visualize the ellipsoid.

Support / Animate Model
« on: December 20, 2006, 03:14:13 pm »
I have no idea if this compiles or work, but that code pretty much holds the idea of what you will need to do to load multiple files and make an animation from it.

Code: [Select]

//simply merges all of the meshes together
public static Object3D meshMerge(Object3D[] arrayObject3D){
  Object3D resultingObject3D = new Object3D(0);
  for(int i=0; i<arrayObject3D.length; i++){
    Object3D tempObject3D = arrayObject3D[i];
    resultingObject3D = Object3D.mergeObjects(resultingObject3D, tempObject3D);
  return resultingObject3D;

public void initAnimation(){
  this.animation = new Animation(3);
  this.animation.addKeyFrame(meshMerge(Loader.load3DS("man01.3ds", 1)).getMesh());
  this.animation.addKeyFrame(meshMerge(Loader.load3DS("man02.3ds", 1)).getMesh());
  this.animation.addKeyFrame(meshMerge(Loader.load3DS("man03.3ds", 1)).getMesh());

Don't forget to create the main object, set the animation to this.animation, and then play the animation. Here are the following functions to do so:

    new Object3D(Object3D obj)
    Object3D.setAnimationSequence(Animation anim)
    Object3D.animate(float index, int seq)

The loadObjectFromFolder will most likely contain an instance of File so that you can have an idea of what files are inside a particular directory. From there, the function will be loading each Object3D and making that a big animation.

Support / A clothing problem~!
« on: December 14, 2006, 06:07:44 am »
Okay then, I am a little confused! When you did your introduction to VertexControllers, you posted some code there...

When I first saw that, I thought to myself that the getSourceMesh() had to have given you the vertices in some sorted order otherwise you would have gotten random vertices going up or down...

Support / A clothing problem~!
« on: December 13, 2006, 06:53:55 pm »
Imagine a plane that is created by Primitives.getPlane(9,1). The wireframe of the plane looks like a bunch of vertices in a grid-like shape. How can I get GenericVertexController.getSourceMesh() to give me the vertices in a row-column fashion?

Support / SimpleVector[] model.getStack().peekAt(int)
« on: December 13, 2006, 04:22:38 am »
You can also try looking at IVertexController since it has getSourceNormals(), which returns an array of the normals, represented by Simplevector... I bent a mesh in a cloth-like fashion by using that...

Projects / Technopolies
« on: December 12, 2006, 11:05:40 pm »
Does Egon's answer about using addTriangle() seem helpful to you? I am going to read the source that he mentioned later...

Pages: 1 [2] 3 4 ... 7