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Messages - bili

Pages: 1 [2] 3
Support / jws deployment for jpct
« on: February 12, 2012, 02:55:42 pm »

I've seen the jpct home page with demo using Java Web Start and I like to know how to do that. In particular, Im attempting to use raft's demo LoadBonesFormatSample so that player can not only view the animation but also change the texture and few other attributes of my own. I have been reading JWS on oracle doc page from last night but there is alot for me to digest and understand. Can you please outline briefly what I need to do to get JSW to work using above demo or what you did, any links would be appreciated.


Bones / multiple action timing
« on: February 05, 2012, 06:48:51 pm »
I can create a multiple actions like walk->attack1->jump and so on from the ninja model example but the animation happens so quickly that I cant hardly see what the ninja is actually doing. I use a loop to calculate the total cliptime of the sequence and do
Code: [Select]
index = animateSeconds / clipTime;
Finally to animate the whole sequence:
Code: [Select]
group.animateSkin(index, 0); where group is the ninjas.get(0); as I only use one model and have no intent to use more than one. But it doesn't seem to have any effect. Any suggestions?

Bones / Re: [SOLVED]exporting Blender>Ogre>Bones
« on: January 07, 2012, 01:16:46 pm »
yup, redid the armature finally sort it! Thanks guys.

Bones / Re: [SOLVED]exporting Blender>Ogre>Bones
« on: January 05, 2012, 09:58:53 pm »
I think you're right. The skeleton seems to be upside down or something like that.

and here is just the skeleton, why it looks so weird lol

Im going redo the armatures. I ran the Ninja model and every bones shown up in place while mines are everywhere.

Bones / Re: [SOLVED]exporting Blender>Ogre>Bones
« on: January 05, 2012, 09:12:20 pm »
Well the model loads up fine, nothing missing but the animation has messed up. I tried that before I read your thread so that's why I said  it was luck but it's not enough for my case!

The animation is fine in blender but when it's played in SampleBoneFormat, it looks like the mesh dont deform well with the bones.

A pictures worth a thousand words! Here:

Bones / Re: [SOLVED]exporting Blender>Ogre>Bones
« on: January 05, 2012, 08:35:58 pm »
Thanks for sharing the link Im reading it now.

By shear chance and random luck...I got it to work, I went into weight paint mode and paint the yellow bit to blue and the model shown up complete without missing bits or pieces in LoadBonesFormatSample.... :-\

Bones / Re: [SOLVED]exporting Blender>Ogre>Bones
« on: January 05, 2012, 07:39:15 pm »
Thanks. I will look into that. I got the mesh model from my friend and I did the bones myself so I used automatic weights to deform the mesh as I dont realy know how to use weight paint... :o. This is probably the reason why vertices are part 2 groups...

Her is how it looks like in weight paint mode, it looks odd to me...

Im going watch few vids on how to use weight paint now.  :-[

Bones / Re: [SOLVED]exporting Blender>Ogre>Bones
« on: January 05, 2012, 06:33:34 pm »
here you go:

Bones / Re: exporting Blender>Ogre>Bones
« on: January 05, 2012, 06:09:56 pm »
@efaj: thanks for your instruction but after I done that, there is no vertex left so I guess all vertex were assigned to bone groups accordingly.

But my problem is still the same, any guess what may cause the problem in the pic included below?

Bones / Re: exporting Blender>Ogre>Bones
« on: January 05, 2012, 01:35:14 am »
Thanks to both! Im in similar boat as efaj. Hopefully I can use the info here to sort out my model issues.

@efaj: can you briefly outline some instructions on how can I locate vertices that do not belong to any bones in blender?

Bones / Re: Animated models
« on: December 28, 2011, 01:17:40 pm »
Yes, that is plausible. I will check.

I didn't really edit the xml files but more like swapping the attributes order to make it similar to the ninja model xml.

Bones / Re: tag [-in] not found
« on: December 28, 2011, 02:15:25 am »
plz go to my post #4 in,2475.0.html thread for more details.

Bones / Re: Ogre to Bones conversion
« on: December 28, 2011, 02:11:35 am »
Actually in my machine, i edited the code to ignore the texture entirely and recompiled the library because I  wanted to get passed that NullPointerException to see if I could convert the model to bones... I was desperate! The reason is that I think the blender export module switch or place the order of some attributes elsewhere that cause the converter fails to parse/convert the blender->ogre->bones. I opened my blender->ogre mesh.xml and compare it to the ninja.mesh.xml (in ogre3d/sample/media/models/ sdk folder)

Here is the sample the robot.mesh.xml (same as the ninja.mesh.module)

Code: [Select]
                <vertexbuffer texture_coord_dimensions_0="2" texture_coords="1">
                        <texcoord u="0.050098" v="0.570065" />
and here is my model exported to ogre3d from blender
Code: [Select]
        <vertexbuffer texture_coords="1" positions="true" colours_diffuse="False" normals="true">
                <position y="0.236152" x="3.644389" z="-5.458756"/>
                <normal y="0.181068" x="0.010771" z="-0.983412"/>
                <texcoord u="0.745637" v="0.634280"/>

You can see the exported module has few extra attributes within <vertex>. idk how that effect the converter but after playing/switching few attributes around, I got pass this error and was successfully converted to bones format except the module appears to be really dark.

@raft: sorry for the confusion if my post from other thread misled you.

Bones / Re: Animated models
« on: December 28, 2011, 01:51:16 am »
sorry for late answer. somehow i didn't notice your post ???

yes, as you have found out, many single animation files can be merged into one. that should work for both Ogre and Collada files.

I'm not sure about the exeption, do you still get it? if so providing a test case may help.

i can't say abondon Blender, but I can say I really suggest 3dsMax + OgreMax ;)

Im guessing you're using forum watch, but since I edited my post I dont think it will trigger the thread email update...just a guess.

I edited few attributes from the xml file  that cause the Exception to match the ninja model so it gone away now. However the model appears to be very dark. I can hardly see it! I guess it's cause by me playing with the XML attributes.

i wished I could use 3dsMax+OgreMax but I'm more efficient and comfortable with Blender so I will stick to it for now. Cheers.

Bones / Re: Animated models
« on: December 18, 2011, 04:19:58 pm »
Many thanks. Your help is much appreciated.

Ahhhh! Is there any other way to create  multiple animation? I got a student version of 3d max but I can't really use it for commercial purpose for this android game im developing.

I got hold of this multiple animation in blender from but  when I tried to convert it to bones.
Code: [Select]
Skeleton created out of jME OGRE skeleton, 60 joints
[ Sun Dec 18 15:40:39 GMT 2011 ] - WARNING: Mesh has no texture coodinates
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 5921
at com.threed.jpct.Object3D.<init>(Unknown Source)
at raft.jpct.bones.Animated3D.<init>(
at raft.jpct.bones.BonesImporter.importOgre(
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(
at raft.jpct.bones.util.JMEOgreImporter.loadGroup(
at raft.jpct.bones.util.JMEOgreImporter.main(
Any ideas why this happening?

or should I just abandon blender entirely?

Edit: I found this thread,2111.0.html will try things out i guess.

Big Edit: Wooo I'm estatic! Just edit the skeleton.xml from the blender multiple animation above to match some attribute order and edited out sharedgeometric in the ninja demo xml and it works.... >:( Been trying all sort of things and none work hahaha me almost *cry* lool. Cheers.

But everything appears much dark, hardly see the model at all.

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