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Topics - elhoce

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1
Bones / [SOLVED]Transformation problem
« on: April 02, 2012, 03:21:48 pm »
I try to make animations with the vertex shader using the transformation matrices calculated by bones.
Unfortunately I get enough strange animations.

I guess it comes from the fact that your calculation result is stored in the matrices JPCT.
But OpenGL expects to have an OpenGL matrix.
Are the two types of matrices compatible? Otherwise How can I convert the jpct matricx to openGl matrix without going through the method transforGL() of the JPCT class Matrix ?
To tell you the context, the treatment that you do in applySkeletonPose (animate3d class) I did it for my part in the VertexShader.

If I understand your algorithm, you apply the transformations on the mesh which is the previous animation, unlike me where the mesh is still bindPose. What should i do on the palette array to obtain the changes since the bind pose.

2
Support / shaders skinning
« on: March 25, 2012, 06:43:46 pm »
hello,

I try to make animated skinning via GLSL, I need to build VBOs with additional data such as weight and indices of joints per vertex. Because you build VBOs loading object, I'd like to know if I can do instead of JPCT, is that possible?
If not, why?
thank you

3
Support / Dragging object3d with mouse
« on: March 14, 2012, 09:48:43 pm »
Hi,

I want to drag an object3D , I follow the wiki about how to object it's works but when I try to move the object with the translate method, the object isn't under the mouse :(
my code :
 public void mouseMoved(MouseEvent me) {
if(picked==null) return;
                    dest =Interact2D.reproject2D3DWS(world.getCamera(), buffer, me.getX(), me.getY());
                    System.out.println(dir.calcSub(dest).toString() + " " + me.getX() + " " + me.getY());
                    dest.z = 0;
                    dir.z = 0;
                    moveObj3D(picked, dir.calcSub(dest));
                    dir = dest;
}

How can I fix it ?

Thanks for your help.

4
Support / shaders and animations
« on: March 06, 2012, 07:58:19 pm »
Hi,

I have a problem with shaders,  my model don't move (bones animation) when I activate a shader

my code

GLSLShader shader = new GLSLShader(Loader.loadTextFile("./vertexshader_body.glsl"),Loader.loadTextFile("./fragmentshader_body.glsl"));
        for (Animated3D o : animatedGroup) {
            o.getName();
            o.setTexture("corps");
            o.setRenderHook(shader);
            o.compile();
            o.build();
            o.discardMeshData();
        }

if I comment o.compile() my model moves but without shader  :-[

Can you please tell me why ?

Thanks

5
Bones / [SOLVED] playing animations on the fly and physics on the skeleton
« on: February 29, 2012, 07:21:42 pm »
Hi,

I'm coding a live wallpaper with skeleton animations, but I have some memory problems (out of memory exception), I understood why. The file. bone is a serialized Java object that contains all the animations, my set of animations is too big to be loaded into memory. So is there a way to read and play through a data stream, a keyframe or set a keyframe on the fly? if so what classes should I use?

I have another question, I added some physics stuff on some bones in my skeleton (dynamic hair motion), it works perfectly, but I changed the SkeletonPose class adding my physical stuff to make it work . I would move my code in my own package, especially in order to not re-edit the library for each future updates, so what classes should I use to move joints during an animation?

Thank you for your help :)

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