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Messages - urd

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Support / skeleton control
« on: June 29, 2003, 04:26:06 pm »
hi EgonOlsen, :)  in these days i am study some about skeleton.
i have question that if u will add skeleton control methods to Object3D?
or if i  want to write methos for Object3D,how to write lwjgl call into Object3D?

Projects / LITTEL fps GAME
« on: June 19, 2003, 08:26:50 am »
i am trying to write a little fps about samurai short distance dueling :D ..hope i can code 3d program well code as soon .

Support / keyboard control
« on: June 16, 2003, 05:53:37 am »
lucky!i have Keyboard.create works!
EgonOlsen thank u a lot~

Support / how to asemble several objects as one
« on: June 13, 2003, 06:41:37 am »
i guess i got it..what dummy mean  is a "unseen skeleton".it can assemble objects with an "unseen skeleton"is my thought correct? ^^||

Support / keyboard control
« on: June 12, 2003, 05:54:41 am »
sorry last guest is me,automatically logging  didnt work :oops: the same to the guest in next thread^^||

Support / keyboard control
« on: June 11, 2003, 05:30:45 am »
hi dear everyone,i have a trouble situation controling my keyboard/_\..
i am adding some new ability:"camera control by keyboard" to JPCT example TerrainGl as a practice.i have some trouble getting keyboard work:
1.i import org.lwjgl.input.Keyboard ,and use
catch(Exception e)
   System.out.println("keyboard creat fail");
in private TerrainGL()

but when run it,it prints "keyboard creat fail"and my switch(Keyboard.isKeyDown(key) )
{}didnt work.>_<
2.i use KeyListener,TerrainGl extends Component implments KeyListener
,and i am sure i did "this.addKeyListener(this)"in private TerrainGL()
 in public void Keypressed(Keyevent e)
but the same didnt work/_\..

can someone help me,did i do what wrong ,or i should use other way to write?

Support / Re: how to asemble several objects as one
« on: June 11, 2003, 05:11:26 am »
Quote from: "EgonOlsen"
I'm not quite sure if i'm understanding your problem correctly. Do the objects reside in different 3ds-files or are they all in one? The the later case, the positions of the parts should be fine, because jPCT will import them as they are placed in the orginal model. In the former case, you would need to do the positioning "by hand" by finding the right position for every part.

yes,i just import  a 3ds file ,all the objects is in the same 3ds file .^_^
so what should i need to do ,i guess that is to get each fixed point( body_centerpnt+x,body_centerpnt+y,body_centerpnt+z) of the body.and then command other object for instance:my arm ,set the fixed point as the same as (body_centerpnt+x,body_centerpnt+y,body_centerpnt+z)
,so if center point of the body change(ex:move),then the arm will move it correct?
Quote from: "EgonOlsen"

If this wasn't the question, then maybe you are referring to a possible to group seperate objects into a single entity. What you can't do (not yet) in jPCT is merging objects into a new one. What you can do, is building up a hierachie between them by using the addChild() and/or addParent()-methods from Object3D. With them, you may add all body-parts to the chest (or to whatever is appropiate in your case...maybe a dummy object...whatever...) and then the child-objects will inherit all transformations of the parent object.
Does this answer your question somehow?

i got if i have the need to rotate and transform my arm fixed to my body at the same time,i need to asemble object by hand,and use addchild/add parent to make they have hierachie relation.then i use transform to the main body, other arm/leg/head....will  transform as the it correct?^^||.sorry it seem i am somewhat suck in 3d progaming/_\

Support / how to asemble several objects as one
« on: June 10, 2003, 05:57:51 am »
hello everyone,i am a fresh guy programming 3d.^^
this engine is very cool:lol: ..can't imagine that before,making 3d game is not hard work.
i have a question that if i load objects from a 3ds file including head,leg,body,arm....which each is a object
how do  i assemble and fix the arm to the "correct position" ?can i make it is jpct?

Pages: [1]