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Messages - bili

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Bones / Re: Animated models
« on: December 17, 2011, 11:07:56 pm »
could you briefly explain some steps how to create multiple animation like the ninja example in autodesk maya or 3d or whichever modeling software you use plz?

Bones / Re: Animated models
« on: December 16, 2011, 09:51:34 pm »
Thanks! that fixes the null pointer exception error.

Bones / Re: Animated models
« on: December 16, 2011, 01:27:33 am »
Help plz, I got below exception when I try to convert the ogre3d xml to bones format. I used Blender exporter to export the model and mesh to ogre3d.
Code: [Select]
Skeleton created out of jME OGRE skeleton, 18 joints
Exception in thread "main" java.lang.NullPointerException
at raft.jpct.bones.BonesImporter.convertJMEMeshData(
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(

Grrr I guess it got something to do with my model. Try a few from ogre3d samples, they all converted without even a warning  :o

Support / Re: need some animation advice
« on: December 13, 2011, 11:10:20 pm »
Ops, I was meant to post this in jpct-ae but it was too early in the morning for me...Could you please move it to jpct-ae?

I meant to say sliding instead of teleport animation. Can you elaborate on "create some blending animations" a little? How am i going to do this?

Let say the situation is that after the object finished the walk of 3 steps and about to "slide" back to the origin because thats is where the next animation action, clapping, about to happen. Can I instead calculate how far it is the object from the original and move the clap animation to that position so that it will avoid the hard transition all together?

Do you think bones would be more suitable for this kind of animation? Because I just want to have a model that can do actions like walk, clap, turn left/right etc then a player can manipulate the model in the same way and if the player puts these actions in a playlist the model will follow and do the animation without any problems.

Support / need some animation advice
« on: December 13, 2011, 02:23:06 am »
Hi, im wondering if you can give me some advice.

Im creating a game that let user to define their own animation from some predefine animations like walking, clapping, jumping (on spot) of an object that will be provided with the game. However, because the game is based on frame animation so if say a player wants to do 2 claps, walk 3 steps ahead and finally a jump then between the last step of the 3 step and the jump there would be a "teleport" animation right?

I haven't written the code to test it but im doing the animation for this and it struck me that this may be happening in the game. If this indeed does happen, what can i do to solve this problem?

Many thanks.

Support / ERROR: Too many keyframes defined!
« on: November 11, 2011, 01:05:08 am »
Ah foolish me! I forgot to change the Animation constructor param...It has been a long day!

Bones / Re: editing bones model
« on: November 08, 2011, 11:34:44 pm »
i will dig into JPCT doc then.

Thank you very much!

Bones / Re: editing bones model
« on: November 08, 2011, 11:13:23 pm »
Hi! Thanks for your answer.

I must ask, to change the texture, I need to do it using another tool right?

I'm just trying to see what I need to do so that for this project I'm doing. A player can interact with the game like this:
1. welcome screen
2. character customise screen. In here, there will be a default character in certain height and colour. Then player can adjust those attributes within this screen.
3. animation

So I figure Bones fitting in step 3. I need to find out how can I do step2 to satisfy the steps outlined above in a way that player can do that within the game.


Bones / editing bones model
« on: November 08, 2011, 10:31:32 pm »

Is there anyway to edit the model converted to bones from within bones? If not, and if I want to do so, can you say what I need to do if I want to change the colour and maybe the height of the model?

To give, player a choice, I dont wanna add different models with just basic different of colour and height. I rather have them create their own profile mode from a default model.


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