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Messages - kiffa

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181
OgreMax + Maya2012

I want to merge all objects in one mesh.xml, OgreMax-doc say :
  Export the scene as a mesh file - When selecting the .mesh extension during an export all meshes in the scene will be merged into a single mesh centered around the world origin.

But when i converted the mesh.xml to .bones, error happened:

  Warning: Invalid triangle mode specified, assuming indexed triangles

  // many same waring...

Exception in thread "main" java.lang.NullPointerException
        at com.jmex.model.ogrexml.anim.OgreMesh.saveCurrentToBindPose(OgreMesh.
ava:174)
        at com.jmex.model.ogrexml.anim.MeshAnimationController.<init>(MeshAnima
ionController.java:124)
        at com.jmex.model.ogrexml.OgreLoader.loadMesh(OgreLoader.java:752)
        at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:241)
        at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:193)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
10)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
8)
        at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

182
I made an animation of a dog. When playing the animation, the dog's head will move up and down.

Everything seems ok in maya. The dog has two ears, when his head move up, both of his ears should move up too, but on my phone, one of his ear moves up, the other seems like moving down......

maya2012 + OgreMax.

I have checked the .skeleton.xml, but i don't know if they are correct. Here are the track info:

left ear(correct-moving ear):

 <track bone="joint34">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.239583">
                            <translate x="0" y="1.7112" z="-6.31536" />
                            <rotate angle="0.602536">
                                <axis x="1.37439e-008" y="0.982929" z="-0.183988" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.479167">
                            <translate x="0" y="0.0458412" z="-11.6619" />
                            <rotate angle="1.10437">
                                <axis x="-1.12722e-008" y="0.93108" z="-0.364815" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.71875">
                            <translate x="0" y="1.7174" z="-5.50479" />
                            <rotate angle="0.529574">
                                <axis x="9.25609e-009" y="0.987027" z="-0.160556" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.958333">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>


right ear(wrong-moving ear):

     <track bone="joint38">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.239583">
                            <translate x="0" y="1.7112" z="-6.31536" />
                            <rotate angle="5.68065">
                                <axis x="1.37439e-008" y="0.982929" z="0.183988" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.479167">
                            <translate x="0" y="0.0458412" z="-11.6619" />
                            <rotate angle="5.17882">
                                <axis x="-1.12722e-008" y="0.93108" z="0.364815" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.71875">
                            <translate x="0" y="1.7174" z="-5.50479" />
                            <rotate angle="5.75361">
                                <axis x="9.25608e-009" y="0.987027" z="0.160556" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.958333">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>







183
I compared dog.skeleton.xml and combined.skeleton.xml, they are just the same.

And i compared dog.mesh.xml and combined.mesh.xml ,  the combined.mesh.xml has more faces、vertexs. The vertexboneassignment-info seems strange in combined.mesh.xml:   threr are only 42 bones in skeleton.xml with index 0 - 41, but there is one extra bone with index 42 and all the rock-vertexs are assigned to it.  Like:

                               <vertexboneassignment vertexindex="4436" boneindex="42" weight="1" />
                               <vertexboneassignment vertexindex="4437" boneindex="42" weight="1" />


i will check my maya and exporter's option.

184
1, maya2012, make a scene with 2 objects:
    a, a dog - with pose animation and skin animation.
    b, a  rock - none animation.

2, OgreMax exporter:
   a, only export the dog, everything is ok when running on the phone.
   b, use maya to combine dog and rock to 1 object, then export the conbined-object, then convert it to .bones, then run on the phone.
        b.1 play pose animation: ok
        b.2 play skin animation: error like this:

07-24 15:44:04.624: E/AndroidRuntime(7086): FATAL EXCEPTION: GLThread 10
07-24 15:44:04.624: E/AndroidRuntime(7086): java.lang.ArrayIndexOutOfBoundsException
07-24 15:44:04.624: E/AndroidRuntime(7086):    at raft.jpct.bones.Animated3D.applySkeletonPose(Animated3D.java:467)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at raft.jpct.bones.AnimatedGroup.animateSkin(AnimatedGroup.java:178)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at bones.samples.android.NinjaDemoActivity$MyRenderer.onDrawFrame(NinjaDemoActivity.java:599)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1363)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118)


3,

185
Bones / Re: Error: Ogre .mesh.xml -> .bones
« on: July 23, 2012, 02:44:45 pm »
I tried OgreMax, but it couldn't export skeleton animation info. I don't know why. :-\

I made blend-shape animation and skeleton animation, and i exported them with adding 2 mesh-animation(one is skin-ani, the other is shape-ani), but there were only pose-animation-info in .mesh.xml, no skeleton-animation-info in .skeleton.xml.


186
Bones / Re: Error: Ogre .mesh.xml -> .bones
« on: July 23, 2012, 02:05:59 pm »
I had modified the model、the skin and the animation,and  exported them by using OgreExporter from maya, and succeed to convert it to .bones.
But when i run it, crash happened.
Info:

07-23 19:59:18.765: E/AndroidRuntime(7078): java.lang.ArrayIndexOutOfBoundsException
07-23 19:59:18.765: E/AndroidRuntime(7078):    at raft.jpct.bones.Animated3D.applySkeletonPose(Animated3D.java:467)
07-23 19:59:18.765: E/AndroidRuntime(7078):    at raft.jpct.bones.Animated3D.animateSkin(Animated3D.java:265)
07-23 19:59:18.765: E/AndroidRuntime(7078):    at ddd.pd.MySurfaceView$MyRenderer.onDrawFrame(MySurfaceView.java:190)
07-23 19:59:18.765: E/AndroidRuntime(7078):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1363)
07-23 19:59:18.765: E/AndroidRuntime(7078):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118)


My codes:

Code: [Select]
// onSurfaceCreated

     AnimatedGroup group = BonesIO.loadGroup(mResources.openRawResource(R.raw.dog));
     mDog = group.get(0);  // Animated3D mDog;

      mDog.setTexture("dog");
      mDog.translate(0, 0, 0);
      mDog.strip();
      mDog.build();

      mWorld.addObject(mDog);


// onDrawFrame
 
      mDog.animateSkin(f, 0);    // float f = 0.1f;
      f += 0.1;
     
      mFrameBuffer.clear();
      mWorld.renderScene(mFrameBuffer);
      mWorld.draw(mFrameBuffer);
      mFrameBuffer.display();

187
Bones / Re: Does Bones support pose animation?
« on: July 21, 2012, 11:45:12 am »
I had removed the BonesImporter.class because i just want to use .bones.

So, How can i do this:
  I want to import models once, and then scale the whole world(static objs + animation)  freely.

And another question:
  Animated3D extends Object3D, so can i use Animated3D obj instead of  Object3D obj anywhere? 

188
Bones / Re: Does Bones support pose animation?
« on: July 21, 2012, 09:25:01 am »
Thanks, now it works! Maybe i should  read the api-doc first.

Another question:

  I want to scale an animated-obj, and i write code like this:
   
Code: [Select]
   // onSurfaceCreated
     for(Animated3D a : masterNinja)     
      {
        a.setTexture("ninja");
        a.scale(0.1f);
      }

    // onDrawFrame
   masterNinja.animatePose(index, animation);


but when playing animation, nothing was scaled.

189
Thanks, i will refer to google's DOC to know the difference between "debug" and "run".

190
With the same eclipse project:

Slow situation:
  Connect a phone to (PC)Eclipse, and press Eclipse's debug-button, then the Android-ADT will install the apk on the phone, and run it    ------  run very slow.

Fast situation:
  Export apk from eclipse,  then install the apk on phone ----------  run fast.

Strange?  May be this only happend to me.... :-\

191
Bones / Does Bones support pose animation?
« on: July 21, 2012, 08:17:20 am »
I used Maya-blend-shape to make an animation, then used ogreMax to export it(Object-settings: Skeleton+pose), and there were no skeleton-animation-data in .skeleton.xml but some pose-naimation-data in .mesh.xml.  And then i converted .mesh.xml to .bones(can.bones), when i tried to run it with ninja-demo-src, crash happened.

log-cat-info:

07-21 13:55:47.266: E/AndroidRuntime(2978): FATAL EXCEPTION: main
07-21 13:55:47.266: E/AndroidRuntime(2978): java.lang.NullPointerException
07-21 13:55:47.266: E/AndroidRuntime(2978):    at bones.samples.android.NinjaDemoActivity.onCreateOptionsMenu(NinjaDemoActivity.java:350)
07-21 13:55:47.266: E/AndroidRuntime(2978):    at android.app.Activity.onCreatePanelMenu(Activity.java:2158)


And my code in NinjaDemoActivity.java:350: 
Code: [Select]
public boolean onCreateOptionsMenu(Menu menu)                           // line 341
  {
    menu.add(0, MENU_STOP_ANIM, 0, "Stop Animation");

    if(MESH_ANIM_ALLOWED)
      menu.add(0, MENU_USE_MESH_ANIM, 0, "Use Mesh Animation").setCheckable(true);

    SubMenu animMenu = menu.addSubMenu("Animation");
    int menuItem = 101;
    for(SkinClip clip : masterNinja.getSkinClipSequence())               //line 350,   and init code: masterNinja = BonesIO.loadGroup(res.openRawResource(R.raw.can));
    {
      animMenu.add(0, menuItem++, 1, "Anim: " + clip.getName());
    }

    return true;
  }

192
Bones / Re: Error: Ogre .mesh.xml -> .bones
« on: July 20, 2012, 09:10:03 am »
I've sent an email with xml to you, thanks!

193
Bones / Re: Error: Ogre .mesh.xml -> .bones
« on: July 20, 2012, 07:13:08 am »

I will send xml to you soon, and i found some warning from maya when expoted mesh:

Writing mesh binary...
WARNING: the mesh 'mayaExport' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.

WARNING: the mesh 'mayaExport' includes vertices without bone assignments. Those vertices will transform to wrong position when skeletal animation enabled. To eliminate this, assign at least one bone assignment per vertex on your mesh.

WARNING: the mesh 'mayaExport' includes vertices without bone assignments. Those vertices will transform to wrong position when skeletal animation enabled. To eliminate this, assign at least one bone assignment per vertex on your mesh.


194
Bones / Re: Error: Ogre .mesh.xml -> .bones
« on: July 20, 2012, 06:27:18 am »
Thanks!

I used OgreMax to export mesh.xml from Maya2012,  first i tried to export a simple (Skeleton)animated mesh without pose animation, and all was ok(export xml -> convert to .bones -> run on phone).

Then i tried to export a complex  dog mesh with pose animation and morph animation, my settings is like this: object settings -> mesh animation -> mesh animation type -> Skeleton + pose, add mesh animation -> track -> skin(threre are 3 options: object、skin、shape, i don't know how to choose...), when i exported,  an error happed, i get the skeleton.xml without animation info( null <animations />). Here was the log:

// Warning: Could not reach pose on CZ_scens09:dog_rigging_finshed_ok:global_Move translate, rotate. //
//    -- Connection from CZ_scens09:dog_rigging_finshed_ok:global_CTLS to CZ_scens09:dog_rigging_finshed_ok:global_Move.translate may need to be broken.
//    -- Connection from CZ_scens09:dog_rigging_finshed_ok:global_CTLS to CZ_scens09:dog_rigging_finshed_ok:global_Move.rotate may need to be broken.
// Warning: Could not reach pose on CZ_scens09:dog_rigging_finshed_ok:global_scal scale. //
//    -- Connection from CZ_scens09:dog_rigging_finshed_ok:global_CTLS to CZ_scens09:dog_rigging_finshed_ok:global_scal.scale may need to be broken.
// Warning: Could not reach pose on CZ_scens09:dog_rigging_finshed_ok:joint81 rotate. //
//    -- Constraint CZ_scens09:dog_rigging_finshed_ok:joint81_orientConstraint1 on CZ_scens09:dog_rigging_finshed_ok:joint81 may need to be disabled.
// To disable IK, constraints, and expressions, you can use the Modify->DisableNodes menu.
Other connections can be broken using the script editor.
// Or, to reset the saved pose on a joint, select the joint and enter 'dagPose -reset -name CZ_scens09:dog_rigging_finshed_ok:bindPose3'.
// Error: Pose not achieved. See diagnostics in Script Editor. //


So i changed my exporter to OgreExpoter, which didn't report error and  i get the skeleton.xml with animation info, but when i tried to convert it to .bones, error happend.

How can i send my xml to you? Please give me your email addr. And what should i send to you? Only a skeleton.xml or skeleton.xml + mesh.xml?

Many thanks!   

195
Bones / Error: Ogre .mesh.xml -> .bones
« on: July 20, 2012, 04:50:34 am »
Converting .mesh.xml to .bones, error hanppend.
How to resolve it? Thanks!
Info:

Warning:  Rotation axis not normalized
 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkele

// Many similar Warning.....

-- total 64 joint(s) --
0 name: CZ_scens09:dog_rigging_finshed_ok:br_bone, parent:
1 name: CZ_scens09:dog_rigging_finshed_ok:joint52, parent:
2 name: CZ_scens09:dog_rigging_finshed_ok:joint1, parent: 0:CZ_scens09:dog_rigg
ng_finshed_ok:br_bone
3 name: CZ_scens09:dog_rigging_finshed_ok:joint_zong, parent: 0:CZ_scens09:dog_
igging_finshed_ok:br_bone
4 name: CZ_scens09:dog_rigging_finshed_ok:veter_a, parent: 0:CZ_scens09:dog_rig
ing_finshed_ok:br_bone
5 name: CZ_scens09:dog_rigging_finshed_ok:joint53, parent: 1:CZ_scens09:dog_rig
ing_finshed_ok:joint52
6 name: CZ_scens09:dog_rigging_finshed_ok:joint2, parent: 2:CZ_scens09:dog_rigg
ng_finshed_ok:joint1
7 name: CZ_scens09:dog_rigging_finshed_ok:joint5, parent: 3:CZ_scens09:dog_rigg
ng_finshed_ok:joint_zong
8 name: CZ_scens09:dog_rigging_finshed_ok:joint73, parent: 3:CZ_scens09:dog_rig
ing_finshed_ok:joint_zong
9 name: CZ_scens09:dog_rigging_finshed_ok:veter_b, parent: 4:CZ_scens09:dog_rig
ing_finshed_ok:veter_a
10 name: CZ_scens09:dog_rigging_finshed_ok:joint54, parent: 5:CZ_scens09:dog_ri
ging_finshed_ok:joint53
11 name: CZ_scens09:dog_rigging_finshed_ok:joint3, parent: 6:CZ_scens09:dog_rig
ing_finshed_ok:joint2
12 name: CZ_scens09:dog_rigging_finshed_ok:joint6, parent: 7:CZ_scens09:dog_rig
ing_finshed_ok:joint5
13 name: CZ_scens09:dog_rigging_finshed_ok:joint74, parent: 8:CZ_scens09:dog_ri
ging_finshed_ok:joint73
14 name: CZ_scens09:dog_rigging_finshed_ok:veter_c, parent: 9:CZ_scens09:dog_ri
ging_finshed_ok:veter_b
15 name: CZ_scens09:dog_rigging_finshed_ok:joint55, parent: 10:CZ_scens09:dog_r
gging_finshed_ok:joint54
16 name: CZ_scens09:dog_rigging_finshed_ok:joint4, parent: 11:CZ_scens09:dog_ri
ging_finshed_ok:joint3
17 name: CZ_scens09:dog_rigging_finshed_ok:joint81, parent: 12:CZ_scens09:dog_r
gging_finshed_ok:joint6
18 name: CZ_scens09:dog_rigging_finshed_ok:joint80, parent: 13:CZ_scens09:dog_r
gging_finshed_ok:joint74
19 name: CZ_scens09:dog_rigging_finshed_ok:veter_d, parent: 14:CZ_scens09:dog_r
gging_finshed_ok:veter_c
20 name: CZ_scens09:dog_rigging_finshed_ok:joint56, parent: 15:CZ_scens09:dog_r
gging_finshed_ok:joint55
21 name: CZ_scens09:dog_rigging_finshed_ok:joint11, parent: 16:CZ_scens09:dog_r
gging_finshed_ok:joint4
22 name: CZ_scens09:dog_rigging_finshed_ok:joint38, parent: 16:CZ_scens09:dog_r
gging_finshed_ok:joint4
23 name: CZ_scens09:dog_rigging_finshed_ok:joint61, parent: 16:CZ_scens09:dog_r
gging_finshed_ok:joint4
24 name: CZ_scens09:dog_rigging_finshed_ok:joint82, parent: 17:CZ_scens09:dog_r
gging_finshed_ok:joint81
25 name: CZ_scens09:dog_rigging_finshed_ok:joint79, parent: 18:CZ_scens09:dog_r
gging_finshed_ok:joint80
26 name: CZ_scens09:dog_rigging_finshed_ok:joint57, parent: 20:CZ_scens09:dog_r
gging_finshed_ok:joint56
27 name: CZ_scens09:dog_rigging_finshed_ok:joint12, parent: 21:CZ_scens09:dog_r
gging_finshed_ok:joint11
28 name: CZ_scens09:dog_rigging_finshed_ok:joint39, parent: 22:CZ_scens09:dog_r
gging_finshed_ok:joint38
29 name: CZ_scens09:dog_rigging_finshed_ok:joint16, parent: 23:CZ_scens09:dog_r
gging_finshed_ok:joint61
30 name: CZ_scens09:dog_rigging_finshed_ok:joint83, parent: 24:CZ_scens09:dog_r
gging_finshed_ok:joint82
31 name: CZ_scens09:dog_rigging_finshed_ok:joint77, parent: 25:CZ_scens09:dog_r
gging_finshed_ok:joint79
32 name: CZ_scens09:dog_rigging_finshed_ok:joint58, parent: 26:CZ_scens09:dog_r
gging_finshed_ok:joint57
33 name: CZ_scens09:dog_rigging_finshed_ok:joint13, parent: 27:CZ_scens09:dog_r
gging_finshed_ok:joint12
34 name: CZ_scens09:dog_rigging_finshed_ok:joint40, parent: 28:CZ_scens09:dog_r
gging_finshed_ok:joint39
35 name: CZ_scens09:dog_rigging_finshed_ok:joint17, parent: 29:CZ_scens09:dog_r
gging_finshed_ok:joint16
36 name: CZ_scens09:dog_rigging_finshed_ok:joint59, parent: 32:CZ_scens09:dog_r
gging_finshed_ok:joint58
37 name: CZ_scens09:dog_rigging_finshed_ok:joint14, parent: 33:CZ_scens09:dog_r
gging_finshed_ok:joint13
38 name: CZ_scens09:dog_rigging_finshed_ok:joint41, parent: 34:CZ_scens09:dog_r
gging_finshed_ok:joint40
39 name: CZ_scens09:dog_rigging_finshed_ok:joint18, parent: 35:CZ_scens09:dog_r
gging_finshed_ok:joint17
40 name: CZ_scens09:dog_rigging_finshed_ok:joint60, parent: 36:CZ_scens09:dog_r
gging_finshed_ok:joint59
41 name: CZ_scens09:dog_rigging_finshed_ok:joint15, parent: 37:CZ_scens09:dog_r
gging_finshed_ok:joint14
42 name: CZ_scens09:dog_rigging_finshed_ok:joint42, parent: 38:CZ_scens09:dog_r
gging_finshed_ok:joint41
43 name: CZ_scens09:dog_rigging_finshed_ok:joint50, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
44 name: CZ_scens09:dog_rigging_finshed_ok:joint49, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
45 name: CZ_scens09:dog_rigging_finshed_ok:joint19, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
46 name: CZ_scens09:dog_rigging_finshed_ok:joint33, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
47 name: CZ_scens09:dog_rigging_finshed_ok:joint62, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
48 name: CZ_scens09:dog_rigging_finshed_ok:joint51, parent: 43:CZ_scens09:dog_r
gging_finshed_ok:joint50
49 name: CZ_scens09:dog_rigging_finshed_ok:joint20, parent: 45:CZ_scens09:dog_r
gging_finshed_ok:joint19
50 name: CZ_scens09:dog_rigging_finshed_ok:joint34, parent: 46:CZ_scens09:dog_r
gging_finshed_ok:joint33
51 name: CZ_scens09:dog_rigging_finshed_ok:joint63, parent: 47:CZ_scens09:dog_r
gging_finshed_ok:joint62
52 name: CZ_scens09:dog_rigging_finshed_ok:joint21, parent: 49:CZ_scens09:dog_r
gging_finshed_ok:joint20
53 name: CZ_scens09:dog_rigging_finshed_ok:joint35, parent: 50:CZ_scens09:dog_r
gging_finshed_ok:joint34
54 name: CZ_scens09:dog_rigging_finshed_ok:joint64, parent: 51:CZ_scens09:dog_r
gging_finshed_ok:joint63
55 name: CZ_scens09:dog_rigging_finshed_ok:joint22, parent: 52:CZ_scens09:dog_r
gging_finshed_ok:joint21
56 name: CZ_scens09:dog_rigging_finshed_ok:joint36, parent: 53:CZ_scens09:dog_r
gging_finshed_ok:joint35
57 name: CZ_scens09:dog_rigging_finshed_ok:joint65, parent: 54:CZ_scens09:dog_r
gging_finshed_ok:joint64
58 name: CZ_scens09:dog_rigging_finshed_ok:joint23, parent: 55:CZ_scens09:dog_r
gging_finshed_ok:joint22
59 name: CZ_scens09:dog_rigging_finshed_ok:joint37, parent: 56:CZ_scens09:dog_r
gging_finshed_ok:joint36
60 name: CZ_scens09:dog_rigging_finshed_ok:joint66, parent: 57:CZ_scens09:dog_r
gging_finshed_ok:joint65
61 name: CZ_scens09:dog_rigging_finshed_ok:joint67, parent: 60:CZ_scens09:dog_r
gging_finshed_ok:joint66
62 name: CZ_scens09:dog_rigging_finshed_ok:joint68, parent: 61:CZ_scens09:dog_r
gging_finshed_ok:joint67
63 name: CZ_scens09:dog_rigging_finshed_ok:joint69, parent: 62:CZ_scens09:dog_r
gging_finshed_ok:joint68
-- --
Skeleton created out of jME OGRE skeleton, 64 joints
[ Fri Jul 20 10:22:21 CST 2012 ] - WARNING: skipping null TexCoords
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 731
        at com.threed.jpct.Object3D.<init>(Unknown Source)
        at raft.jpct.bones.Animated3D.<init>(Animated3D.java:120)
        at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:199)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
12)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
8)
        at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

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