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Topics - neo187

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16
Support / Help creating a Lerp function (absolute positions)
« on: September 16, 2011, 05:35:10 pm »
I am trying to create a Lerp function like the one in Unity whereby by giving two absolute positions and a time interval the function would interpolate between the two at each call....

From playing around with the Object3D.translate function I seem to understand that it translates the object by a given vector....is there an equivalent to position the object in an absolute position in space? Say (10, 0, 20).

Also, if I want to make the object face the target position, would I be using the setOrientation method and give it the vector of the target position?

Thank you very much!


17
Bones / Skeletal model file location in the project?
« on: September 11, 2011, 10:31:21 pm »
Hello

Am just exploring the Bones framework, I can't seem to understand where the mesh file needs to be placed in order to be loaded correctly. In the ninja demo I understand that the loading is done with this line:

Resources res = getResources();
masterNinja = BonesIO.loadGroup(res.openRawResource(R.raw.ninja));


But if I look in the project's res/raw folder I can only find the ninja.group.bones file and not the xml ones, which otherwise I can find the the Bones project in the Samples/Data/Ninja folder...

Could anyone shed some light?

Thank you!

18
Bones / Help adding movement to the Ninja demo
« on: September 11, 2011, 08:52:31 pm »
Hello

Sorry for what could seem like an extremely noob question. I have just discovered jPCT AE which seems perfect for my Android project. I am playing with the Ninja demo as I will be needing to have a skeletal model in, I am just trying to test mesh movement.

So in the addNinja method (the button for adding extra copies of the model) the mesh is placed with:

ninja.getRoot().translate((float)(Math.cos(angle) * radius), 0, (float)(Math.sin(angle) * radius));

Under that I am testing moving the model a bit on the Y axis everytime a new one is added:

ninja.getRoot().translate(new SimpleVector(0.0f,3.0f,0.0f));

I've actually tried any coordinates but i don't see any changes...am I looking at the right method for translating meshes in world space?

Thanks a lot!


19
Bones / Help integrating animation code
« on: September 11, 2011, 03:34:11 pm »
Hello. I am fairly new to Android programming, I have a framework that I am using for my game which handles basically everything, including the rendering of static models. I'd like to use Bones for the rendering of an animated model in the game...

I'm looking at the Ninja demo, there's lots of stuff including cameras, bounding boxes and buttons... I was wondering if someone could point out to me the minimum bare essential code to use the library to load an Ogre model and render it while playing an animation... which methods I should be focusing on...

Thank you very much!

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