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Messages - efaj

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Bones / Re: exporting Blender>Ogre>Bones
« on: January 04, 2012, 07:34:27 pm »
I re-downloaded, but the warning was the same... but, since you mentioned it, the error was related to having 2 materials on the same mesh. So I split them in 2 meshes, and no prob now.

And, I finally found out the cause of the "missing vertices": They were vertices that didn't belong to any bone.

So now I'm gonna ask for a wiki account and get that entry going.

Edit: Wiki page is up.
I linked to the Bones beta for now since I don't know if/when the main version will have the jme fix.

Bones / Re: exporting Blender>Ogre>Bones
« on: January 04, 2012, 04:47:41 pm »
Yup, I was thinking on it.

And I haven't been able to find anything about that in ogre forums... googling I ended up back on this topic before finding anything. So, I started animating another object to see if the same happened or at least the cause was clearer...
And, I did find where were the options for this exporter.... my bad. But, I also found another error:

From the above, everything was checked on with that error except "Only animated bones". The options as you see where used in a future test which output the same.

On the left side there's also the options of the exporter, though I didn't find "shared geometry". Are there any settings that may help?
Do you know what's that Exception about?

Bones / Re: exporting Blender>Ogre>Bones
« on: January 04, 2012, 03:00:33 pm »
After remaking the animation, it did work! Using the 2.6 exporter and bones beta.
Only issue is still the missing vertices which didn't have anything to do with the root bone's offset after all.

Bones / Re: exporting Blender>Ogre>Bones
« on: January 01, 2012, 06:38:39 am »
The model in blender has:
Vertices: 197
Faces: 407
Edges: 567

So... if I'm not mistaken, there's actually more polygons there? o.o It may be possible that blender uses quads while the exporter converts them to triangles... but, I can't get into depth without Blender crashing on my netbook.

I'm using this one:
It's for blender 2.6x, the current release and the one I'm using is 2.61... It has no viewer, and no options. What's used apparently is Ogre Meshy... which I couldn't get to work on Linux, nor now on the netbook on Windows.

However, it seems 2.49 has many more scripts (despite a HORRIBLE interface), like a Poly Reducer that keeps UV maps. And that exporter is 2.49... I'm gonna try it and post the results.

How it should have looked:

While taking this image... I had an idea: My root bone is connected to the chest bone, but there's an offset... maybe the chest got moved by that offset. I'll see if my netbook cooperates on this one.

The animation itself was lost from Blender... I'm looking into this... weird thing is all the keyframes are correctly... just not moving anything. but that's something for me to mess with Blender. Maybe after remaking the animation and fixing the root bone it will all work with the 2.6 exporter.

Bones / Re: exporting Blender>Ogre>Bones
« on: December 31, 2011, 10:29:50 am »
Yup, it downloaded smoothly now.
Alright, tried it and sweet! It's on screen and it shows me the animation option (I'm testing using the LoadBonesFormatSample...
But, it's not getting animated the walk and some faces are missing: Bottom chest area, all the back, and upper part of left leg (Also, there's some in both legs that when rotated show like weird parts of the texture, from the upper areas... maybe some chest but I also see some skin, so it may be head too, but I think it may be the model -Ok, never mind this, I found there's some extra faces inside the legs and I'm on them-)
*sigh* the netbook gets stuck with Blender... couldn't even check for those faces. I'll have to postpone the 3D dev for now. How did it looked in your test -if any-?

Bones / Re: exporting Blender>Ogre>Bones
« on: December 30, 2011, 01:21:34 pm »
You know... I had downloaded it on my laptop, and now I was going to redownload it to my netbook to try it here... but it's downloading at 0.1 kbps o.O
Is your server undergoing maintenance or what?

Bones / Re: exporting Blender>Ogre>Bones
« on: December 29, 2011, 04:41:51 am »
My laptop broke... I'll have to check this later...  :'(

Support / Re: Loader.readTextureNamesOBJ(String filename) plz?
« on: December 29, 2011, 03:55:20 am »
Yes. That's the reason why i never did's obvious. Just load the .mtl file, scan for lines starting with "map_Kd", collect the rest of the line in a set and you are done.
I know, but I was trying to avoid parsing it twice. But oh well, I haven't seen .mtl files to be large.

Bones / Re: tag [-in] not found
« on: December 28, 2011, 02:23:04 pm »
My exporter gives me no options... hmm... jME.

I'm going to browse around jME stuff and see what I can do and export stuff the way they do and see if there are related problems there.
Now I'm almost sure it has to be the exporter.

EDIT: Nope, I'm using the exporter they all use... at least the ones with 2.6

Support / Loader.readTextureNamesOBJ(String filename) plz?
« on: December 28, 2011, 12:57:28 pm »
Is it possible to get a function like Loader.readTextureNames3DS(String filename) -or at least for what I guess it does- but for OBJ files? I see the OBJ Loader already prints outs the names to the standard output, so I guess it's not that hard. -though maybe lengthy-

I'm writing a function to load an obj as I want simply and shortly, and with my naming rules to auto load the correct textures before the model.

Bones / Re: tag [-in] not found
« on: December 28, 2011, 01:53:16 am »
I followed this recomendations that seem to be in general more "export friendly"
Except for the way the bone is placed, instead of extending on X, it extends on Z (which is like Ninja is)
Now, the root bone error is gone and the exporter shows no error and the correct amount of animations, etc, exported.
Bones script gives the same errors though.

Sent you two, one before I applied the fix, and the latest with the fix.

Bones / Re: tag [-in] not found
« on: December 27, 2011, 04:37:29 pm »
Checking at the source, it looks like it was already applied on my version. And the modified date matches. Anyways, re-downloading from .

Same thing happened... and now I downloaded ones preconverted. (Ninja is converted correctly though)

And about the transform issue... if I knew how, I would. I've been googling and asking around, and nothing found nor any reply yet.

Bones / Re: tag [-in] not found
« on: December 27, 2011, 03:09:13 pm »
-infinite amounts of facepalm- Ok, now it got past that. And it got me more intrigued o.O

Code: [Select]
Skeleton created out of jME OGRE skeleton, 16 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(
The error the exporter gave me was regarding:
Error: root bone has non-zero transform (location offset)
So, I'd assume what should be missing is the armature/skeleton... but that line points to a mesh array, and it prints as if apparently the skeleton was alright.

Anyways, this time it goes to any Blender user out there:
Error: root bone has non-zero transform (location offset)
How do I fix that? I already tried CTRL+A to apply everything it gave me an option to and didn't help. In Edit Mode it doesn't work, so as to maybe set it to the bone directly.

Bones / [SOLVED]exporting Blender>Ogre>Bones
« on: December 27, 2011, 02:11:11 pm »
Exception in thread "main" java.util.NoSuchElementException: tag [-in] not found
   at raft.jpct.bones.util.ComLineArgs.getArg(
   at raft.jpct.bones.util.ComLineArgs.getArg(
   at raft.jpct.bones.util.JMEOgreImporter.main(

It's not due to Bones, as the exporter (Blender 2.61 to Ogre) is giving my errors already, but I'm curious: What does this error mean? What in particular is missing? (And just in case, which is the file that I should pass to ? )

Bones / Noob into Bones. Collada or Ogre?
« on: December 26, 2011, 02:01:33 am »
So yeah, now I have all my static stuff working and I'm getting into Skeleton animation... for Bones, what's the recommended way to go?
I see it handles both Collada and Ogre (and .bones which I assume are the "native" ones for the lib and will work faster at the cost of harder editing). Which would be better? I see Collada being more commonplace everywhere, being used in PS3 and included in Blender (which I use), while Ogre needs an external plugin (though, it seems is more used in this board and in Bones, also the example is better)

The ninja example seems to be exactly what I need, but I've been looking into Ogre, and it seems harder to edit and work with Blender. Can Collada work like that too?

In general, what's the recomendation to a noob that uses Blender?

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