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Messages - chase

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Bones / Re: My Skeleton Helper
« on: September 12, 2014, 06:12:11 pm »
raft, I am not sure. You can add this to bones if you like, and change, edit, remix it however you like.

I've updated the code to include a license. Don't worry, it's the MIT License, very permissive.

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Projects / Bunny Test
« on: April 01, 2013, 01:53:35 pm »
Not anything special, its a small test to see how well I can do some things in JPCT, it seems pretty good. This is my test demo, it is really ugly.

I need to find a simpler way of doing animations. The current way requires all the animations to be part of the exported model/skeleton which is very limiting.

But I did do all the modeling/texturing/coding myself (obviously, pointless otherwise). No collisions yet. Jump collision is only a zero test.

The bunny model I made for it: http://fav.me/d5zsorf

http://www.mediafire.com/download.php?2jhw1inq15kl1av

But now that I am to this point, I am not sure what I should do game wise.

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Bones / Re: My Skeleton Helper
« on: March 28, 2013, 08:27:17 am »
Added the ability to blend multiple skeleton poses (no hard limit), this one was a little involved. The link in the first post points to it.

In case you're curious, if you are manipulating the skeleton programmatically. Your best friend will be the transformJointOnPivot() method.

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Bones / Re: My Skeleton Helper
« on: March 27, 2013, 04:46:24 pm »
I added a setSkeletonPose to it, and I added a (static) SkeletonPose interpolation method.

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Bones / My Skeleton Helper
« on: March 27, 2013, 01:30:12 pm »
Not sure if this will help anyone, but I wrote up a skeleton helper since manually animating a skeleton is otherwise annoying.

https://gist.github.com/Chase-san/5253808

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