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Messages - neo187

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61
Bones / Re: General advice on model/skeleton structure for Bones
« on: September 18, 2011, 05:16:20 pm »
Thanks for that! I am actually trying to move the Ninja around and test for collisions with another model but I get a NullPointReference if I call

Code: [Select]
directionVector = ninjas.get(0).getRoot().checkForCollisionEllipsoid(directionVector, ellipsoid, 1);
So basically I call the addNinja() method on startup which places the ninjas.get(0) ninja in the middle.  I added these line to the addNinja method to enable collision detection:

Code: [Select]
ninja.getRoot().setCollisionMode(Object3D.COLLISION_CHECK_SELF);

Right before the ninja.addToWorld method and then if a button is pressed I set apply the direction vector to it but with the checkForCollision call I only get a Null error....

Any idea why?

Thanks for your awesome help.


62
Support / Re: Worldspace units. Workflow for placing objects in world?
« on: September 18, 2011, 12:51:34 pm »
Thank you, that helps. So you recommend importing each element singularly? Cos in Blender you can actually merge a number of meshes into one object and export it as one. But then I am guessing that only one bounding volume for the entire thing would be created when you set the collision and build it?...


For example, the four walls of a room, do you recommend to place each wall singularly or would the collision work fine if you import the four walls as one object?

Thank you for your help!

63
Bones / Re: General advice on model/skeleton structure for Bones
« on: September 17, 2011, 10:05:01 pm »
Thanks for your help on that, some formats like the .psk for Unreal requires very funny pre requisites like that all bones generate indirectly from the master bone and are somehow linked to it....

I was thinking of something of roughly the same level of detail as the Ninja model in the demo, am curious as to how many polys are there... There would only be one animated model and a fairly small scene with low poly models....

Also, are bounding boxes created automatically for animated groups or is there a function to call? For regular Object3D objects I understand that obj.build() would do that?

Thanks for your help!

64
Bones / Re: Help adding movement to the Ninja demo
« on: September 17, 2011, 09:57:02 pm »
Thanks guys. That did work ok if called at every frame.... Any suggestions on how to make the character move in relation to the camera position? So that if the camera rotates and you press forward the character moves in that forward direction?

Thanks all for your great help, love this forum!

65
Support / Worldspace units. Workflow for placing objects in world?
« on: September 17, 2011, 08:34:35 pm »
Hi all

i was wondering if anyone had any guidelines or suggestions as to how to place models made in an app like Blender into the game world. I am very much used to tools like Unity where you have a visual editor...

I was thinking that I could build the entire scene in blender and then simplyy export it but then if I wanted to "build" the object to get bounding volumes I would only get a big box enclosing the entire room.... or not?

So in that case, if I wanted to import different objects singularly, do you guys know what the JPCT units correspond to? Say in metres/feet so as to work out a co ordinate from the Blender scene?

Thank you!

66
Bones / General advice on model/skeleton structure for Bones
« on: September 17, 2011, 10:36:48 am »
Hello there

Before I start skinning and rigging my model for this Android demo that I'm making with JPCT, I was wondering if there is any particular guidelines on how the model should be built.

Is there a rough number of polys that you guys would recommend for the average Android phone when using this engine? Is there any special instruction for the building of the skeleton? Number of bones, dependencies etc....

Thank you very much!

67
Support / Re: Help creating a Lerp function (absolute positions)
« on: September 16, 2011, 08:33:43 pm »
That did the trick. Thank you very much!

Would you have any tips on how to best position objects in 3D space programmatically? I'm really only used to have a visual editor to drag and drop things with.... Say I build my scene in Blender, is there a way to calculate a position in jpct world space knowing its position in the Blender scene?

Thank you very much for your help!

68
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!


69
Bones / Re: Skeletal model file location in the project?
« on: September 12, 2011, 12:48:11 pm »
Thanks for the speedy reply, I had figured after playing around a bit with it.... For other "slow" users like me who don't get it immediately and may be reading this, it's a command to run from the command prompt. What I did was to copy the entire "Bones" project folder to the desktop, then changed the command directory to my Desktop and ran this command:

C:\.......\Bones\script\jmeOgre2Bones -out ninja.group.bones -in ninja.mesh.xml


Thanks for your help Raft.

70
Bones / Re: Skeletal model file location in the project?
« on: September 12, 2011, 11:48:19 am »
Ok cool. How can I launch the conversion script to convert the xml file?

Thank you for the reply, very helpful.

71
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!

72
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!


73
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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