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Messages - aeroxr1

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16
Support / Re: Myglsurfaceview in xml layout
« on: September 22, 2014, 06:40:57 pm »
There were errors, because my class myglsurface had nested in activity class and the layout.xml could not seen that class.
Now I have divided all the classes : activity, and the classes myglsurface and myglrenderer.

Sorry for my incomplete first post, but my english is not very good and there were much errors  :-[

17
Support / Myglsurfaceview in xml layout
« on: September 19, 2014, 07:01:28 pm »
I would to inflate myglsurfaceview in a xml layout, but many errors appeared.. :(
Some guys in this forum have done something like this ?

18
Bones / Re: Animate rigged model according to given commands
« on: September 13, 2014, 01:45:50 pm »
ah ok :)

@AGP :

do you know why we do this ?   
                mulMatrixByInverse(getJoint(joint.getParentIndex()), bind);
      pose.getLocal(getJointIndex(joint)).setTo(bind);
Author of skeletonhelper doesn't remember why he use this function XD


19
Support / Re: Version updates!
« on: September 13, 2014, 12:42:33 pm »
WOW :D

20
Bones / Re: I'm trying to find a compatible rigged model
« on: September 13, 2014, 12:30:57 pm »
Really ? I have thought I have to pay for them from the first !


21
Bones / Re: Animate rigged model according to given commands
« on: September 12, 2014, 11:05:45 pm »
ooooh :D
I have two last aspect to improve :
- camera : to handle smartphone rotate, zoom and pan
- undestand if we can to edit bone's weight

:)

22
Bones / Re: I'm trying to find a compatible rigged model
« on: September 12, 2014, 11:01:24 pm »
Do you know any model free more beautiful then :
http://www.turbosquid.com/3d-models/male-character-rigged-mixamo-x-free/515398 ?

23
Support / Re: Version updates!
« on: September 12, 2014, 10:13:42 pm »
A question :

ART is supported by jpct ?  8)

24
Bones / Re: Animate rigged model according to given commands
« on: September 11, 2014, 11:25:56 am »
yes yes I had supposed this :D

25
Bones / Re: Animate rigged model according to given commands
« on: September 11, 2014, 11:10:26 am »
the index of joints in skeleton.xml file is not related to id's in Bones. indeed joints in Bones has no id's but zero based indices. such that first joint in skeleton is at index zero, the second one is at index one, and so on. the ordering may be totally different from skeleton.xml file.

but assuming joint names are unique, you can retrieve a joint by its name:

Code: [Select]
Skeleton.findJointByName(jointName)
once a joint is found you can later retrieve it by its index.

Thank you a lot !!!!!!!!!!!!!!!!!!!!!1  ;D

26
Bones / Re: Animate rigged model according to given commands
« on: September 11, 2014, 10:53:58 am »
I think that the ids present in skeleton.xml file are wrong. I think, because I have tried to move the left arm and it has moved but in wrong way -.-"

I try to move the model's Left Thigh and the result is :


 >:(

The code that I have used is :
Code: [Select]
protected void rotazionebraccio()
{
Logger.log("rotazionebraccio");

final Joint LUpperArm  = currentPose.getSkeleton().getJoint(3);
final Joint parentJoint = currentPose.getSkeleton().getJoint(LUpperArm.getParentIndex());
final Matrix global= new Matrix(LUpperArm.getBindPose());
float angle=(float)Math.toRadians(-90);
global.rotateX(angle);
global.matMul(parentJoint.getInverseBindPose());
currentPose.getLocal(3).setTo(global);

currentPose.updateTransforms();
skeletonDebugger.update(currentPose);
modello.applySkeletonPose();
modello.applyAnimation();

}

I have committed an error in the code or maybe is ogre's exporter fault ?   


EDIT :now I have replaced in code but the right thigh has moved .. I take the id from this file :

Code: [Select]
         <bone id="2" name="Vincent Spine">
            <position x="4.90153" y="5.88984e-006" z="-0.624106"/>
            <rotation angle="0">
                <axis x="-0.82569" y="-0.0201387" z="0.563765"/>
            </rotation>
        </bone>
        <bone id="3" name="Vincent L Thigh">
            <position x="-4.90153" y="3.78952" z="0.624106"/>
            <rotation angle="3.14159">
                <axis x="0.0181571" y="1.91597e-007" z="0.999835"/>
            </rotation>
        </bone>
        <bone id="4" name="Vincent L Calf">
            <position x="18.4395" y="0" z="-1.19209e-007"/>
            <rotation angle="0.00851348">
                <axis x="-3.32428e-012" y="1" z="-4.37102e-008"/>
            </rotation>
        </bone>
        <bone id="5" name="Vincent L Foot">
            <position x="13.4731" y="0" z="-1.19209e-007"/>
            <rotation angle="0.0277679">
                <axis x="-2.55262e-005" y="1" z="-7.32838e-006"/>
            </rotation>
        </bone>

Did I do wrong ? :(

I hope you can help me  :D

27
Support / Re: Simple Camera Movement example
« on: September 10, 2014, 07:52:42 pm »
For now I'm trying to rotate the model around his Y axes , something like this :
Code: [Select]
            for (Animated3D a : modello)
            {
               Matrix rotation=new Matrix(a.getRotationMatrix());
               rotation.rotateY((float)Math.toRadians(90));
               a.setRotationMatrix(rotation);
            }
            

But I will substitute 90 with touchTurn .
Initially I had thought to move the camera around the object, but if I rotate the object on his Y axes the result is the same , right ?


Now I'm going to read the thread that you have posted :)

Last thing :
http://www.jpct.net/wiki/index.php/Simple_Camera_Movement

Can I see complete code of this example ? Because there are some steps that I don't understand :)

28
Support / Re: Simple Camera Movement example
« on: September 10, 2014, 06:08:26 pm »
I'm trying to applicate the camera movement to my app.
I would like that the camera moved around my models while the my model stays in beginning position for all the time.   ;D

I'm using the code of ontouchevent from helloworld-ae , but I have some problem to apply the camera rotation, there is something different from cube example  :-\

29
Bones / Re: skeletonDebugger doesn't work
« on: September 10, 2014, 12:40:56 pm »
ahahah no, I only posted the works code  :P

30
Bones / Re: Animate rigged model according to given commands
« on: September 10, 2014, 12:12:27 pm »
In this post I attach the model's skeleton xml files.

I posted it, because I did in this way.

In public void onSurfaceChanged(GL10 gl, int width, int height) :
Code: [Select]
protected void rotazionebraccio()
{
Logger.log("rotazionebraccio");

final Joint LUpperArm  = currentPose.getSkeleton().getJoint(17);
final Joint parentJoint = currentPose.getSkeleton().getJoint(LUpperArm.getParentIndex());
final Matrix global= new Matrix(LUpperArm.getBindPose());
float angle=(float)Math.toRadians(90);
global.rotateZ(angle);
global.matMul(parentJoint.getInverseBindPose());
currentPose.getLocal(17).setTo(global);

currentPose.updateTransforms();
skeletonDebugger.update(currentPose);
modello.applySkeletonPose();
modello.applyAnimation();

}


and

Code: [Select]
public void onDrawFrame(GL10 gl)
{
if (frameBuffer == null)
return;

frameBuffer.clear(back); //ripulisco il frameBuffer e lo setto con il colore di sfondo voluto
world.renderScene(frameBuffer);
world.draw(frameBuffer);
frameBuffer.display();

}

I want to rotate the left arm, that in skeleton xml file is :
<bone id="17" name="Vincent L UpperArm">

I run the application and the left foot rotated and not the arm... do you know what did I do wrong  ?

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