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Messages - aeroxr1

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61
Support / Re: GLSurfaceView.Renderer running in a separate thread ?
« on: September 02, 2014, 12:34:52 am »
ah ok thanks :)
I want to move a leg of a rigged model in according from data read from bluetooth sensor .
I'm scared from quaternion  :'(

62
Support / Re: GLSurfaceView.Renderer running in a separate thread ?
« on: August 28, 2014, 03:32:13 pm »
Thanks ! Perfect :)
Another "little" question :
- GLSurfaceView can it lies in a fragment or for the fragment there are better SurfaceViews ?

63
Support / GLSurfaceView.Renderer running in a separate thread ?
« on: August 28, 2014, 01:22:35 pm »
Hi :)
I'm new in Jpct-ae and OpenGL's programmation.
I read some ufficial's material on OpenGL, but I have a doubt.
GLSurfaceView.Renderer it's running in separate thread automatically generated ? Therefore the rendering is executed in a different thread of UI Thread ?
I read this : http://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer.html

And I suppose that the answer of my question is "Yes" , but I'm newbie and I prefer to ask to the experts :)

I will have problems to implement my animation in a fragments using GLSurfaceView ?

Thanks to everyone :)

64
Bones / Re: Animate rigged model according to given commands
« on: August 21, 2014, 08:07:18 pm »
THANKS !!!!

it works !!!!!!!!  ;D

65
Bones / Re: Animate rigged model according to given commands
« on: August 21, 2014, 07:51:19 pm »
THANKS TO EVERYONE :)

Now it work  ;)
Skeleton is correctly loaded :)
I also have finded the errors that I did with blender -.-""" It's my fault and not exporter's fault  ::)
I had added the .bones file in wrong folder because eclipse had copied all the bones folder in its workspace  :-[
I'm very stupid .. sorry -.-"
I have an other question , my model has .tga texture. I try to import it by editing this following code lines :

Code: [Select]
Texture texture = new Texture("./samples/data/ninja/Vincent_new_UV.tga");
TextureManager.getInstance().addTexture("ninja", texture);

for (Animated3D o : skinnedGroup) {
o.setTexture("ninja");
o.build();
o.discardMeshData();
}

but it not works. There are some rules to set the texture ? dimension , extension ecc ecc ? :)

66
Bones / Re: Animate rigged model according to given commands
« on: August 21, 2014, 07:32:52 pm »
The conversion is done. Now I try to put it in LoadBonesFormatSample :)

67
Bones / Re: Animate rigged model according to given commands
« on: August 21, 2014, 07:20:16 pm »
In my project I want to animate programmatically my model .
But If I want to use my model in bones and animate it after by code programming what I have to do ?
Infact the model that I try to export has not animation :/ It's only rigged..

What I have to do to export it in bones and use it  ???

I generated ogre files, but if I use jmeogre2bones gives me the posted error. Can I import the model in bones without the conversion ogre to bones ?


68
Bones / Re: Animate rigged model according to given commands
« on: August 21, 2014, 06:50:28 pm »
AH ok,
now i'm trying to export this :
https://mega.co.nz/#!LY1lSKaT!D5uHWcQunQcstXDhrZ1bgHkQycjjrXKOxZBW2RDLEWo

And the jmeogre2bones give me some errors that I wrote in precedent post , but I think there were errors because I selected .scene file !

Now I'm retrying :D

Thanks :)


69
Bones / Re: Animate rigged model according to given commands
« on: August 21, 2014, 04:05:19 pm »
THanks :)
For now I  always used blender and for exporting use this : https://code.google.com/p/blender2ogre/ .

If you tell me that also you (as raft) use 3dmax , I will try to use 3dmax :)

p.s : During the installation of ogreMaxSceneexporter the software ask me to select or ogre 1.8.x or ogre 1.7.x , I selected 1.8 . I did well ? ( I suppose yes :D )

EDIT :
http://www.ogremax.com/Documents/OgreMaxSceneExporter-3DSMax/scene-settings-dialog-page-meshes.html

I have selected export xml files, are there any options that I have to select or to edit ? 

Now jmeOgre2Bones give me this error :
Code: [Select]
C:\Bones\scripts>jmeOgre2Bones -rotation x180 -out vincent.bones.group -in vince
nt_Mesh.mesh.xml

C:\Bones\scripts>echo off
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
ago 21, 2014 6:19:46 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Exception in thread "main" java.lang.IllegalArgumentException: No controller fou
nd in OgreEntityNode. Means there is no skeleton or pose animation!
        at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:135)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:1
12)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:8
8)
        at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

-.-"

 :'(

This is the model that I'm trying to export :) 
https://mega.co.nz/#!LY1lSKaT!D5uHWcQunQcstXDhrZ1bgHkQycjjrXKOxZBW2RDLEWo

70
Bones / Re: Animate rigged model according to given commands
« on: August 21, 2014, 11:46:10 am »
Thanks :)
I have put the stacy.bones.group in the ninja's folder, but java finds ninja's files and not stacy's files ...  ;) :)

71
Bones / I'm trying to find a compatible rigged model
« on: August 20, 2014, 06:37:49 pm »
Hi :)
I'm searching in the web to find a rigged model compatible with bones.

I found some .blend rigged models but when I try to export in ogre format there are many warnings.
For example when I trying to export this model http://www.turbosquid.com/FullPreview/Index.cfm/ID/535459 the warning that appear is :
"mesh has 59 vertices weigted to too many bones (ogre limits a vertex to 4 bones)" 

I ignored it but when I use the script to convert in .bones and replace ninja.group.bones in LoadBonesFormatSample with my xxx.group.bones the function takes does this error :
Code: [Select]
Exception in thread "main" java.io.FileNotFoundException: .\samples\data\ninja\stacy.group.bones (Impossibile trovare il file specificato)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at bones.samples.LoadBonesFormatSample.loadNinja(LoadBonesFormatSample.java:46)
at bones.samples.LoadBonesFormatSample.createAnimatedGroup(LoadBonesFormatSample.java:42)
at bones.samples.AbstractSkinSample.initialize(AbstractSkinSample.java:79)
at bones.samples.LoadBonesFormatSample.initialize(LoadBonesFormatSample.java:85)
at bones.samples.AbstractSample.loop(AbstractSample.java:91)
at bones.samples.LoadBonesFormatSample.main(LoadBonesFormatSample.java:97)

I don't know where I mistake but I only want to find one rigged model :(

p.s : I open new topic because in the other thread I'm going off-topic :)

edit : I just installed 3dmax 2015 , perphaphs can I import model with blender or 3d max ;) For export from 3dmax what I have to use ? :)

72
Bones / Re: Animate rigged model according to given commands
« on: August 20, 2014, 05:07:04 pm »
Stacy stacy :D

I tryed to use OgreSample but there is the same error :(
I tryed to use OgreMaxViewer and it correctly loads the model  :o

Now I want to try to use 3dmax 2015. You have a model to suggest me that you know that it works ? :)

thanks to everythings :)

In this archive https://mega.co.nz/#!Hc1GmLKB!xMFyrr3cenXpBsPxyy7oj_0uUrLqQG3QAlldN4mla-I there are this files :
- ogre file
- bones file

73
Bones / Re: Animate rigged model according to given commands
« on: August 20, 2014, 04:35:54 pm »
Code: [Select]
Exception in thread "main" java.io.FileNotFoundException: .\samples\data\ninja\stacy.group.bones (Impossibile trovare il file specificato)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at bones.samples.LoadBonesFormatSample.loadNinja(LoadBonesFormatSample.java:46)
at bones.samples.LoadBonesFormatSample.createAnimatedGroup(LoadBonesFormatSample.java:42)
at bones.samples.AbstractSkinSample.initialize(AbstractSkinSample.java:79)
at bones.samples.LoadBonesFormatSample.initialize(LoadBonesFormatSample.java:85)
at bones.samples.AbstractSample.loop(AbstractSample.java:91)
at bones.samples.LoadBonesFormatSample.main(LoadBonesFormatSample.java:97)


 :)

In this rar file there are the ogre's resulting files :
https://mega.co.nz/#!Hc1GmLKB!xMFyrr3cenXpBsPxyy7oj_0uUrLqQG3QAlldN4mla-I

74
Bones / Re: Animate rigged model according to given commands
« on: August 20, 2014, 03:54:56 pm »
i'm trying to export this :
http://www.turbosquid.com/FullPreview/Index.cfm/ID/535459

the export generated seems ok infact has generated stacy.group.bones.
After I put the generated file into C:\Bones\samples\data\ninja, I edit the line codes but the java compiler says me that he doesn't found Cube.group.bones -.-"

 :o

75
Bones / Re: Animate rigged model according to given commands
« on: August 19, 2014, 08:01:26 pm »
I want to develop Android app but if I want to see if the conversion is done well can I import bones project in eclipse and use LoadBonesFormatSample ?

I did :
1- exported from blender to collada
2- used collada script exporter (in rotation what I have to put ? O.o )
3- I changed the LoadBonesFormatSample's code line from
Code: [Select]
FileInputStream fis = new FileInputStream("./samples/data/ninja/ninja.group.bones");to
Code: [Select]
FileInputStream fis = new FileInputStream("./samples/data/ninja/scheletro.group.bones");4- imported all the folder in eclipse and run LoadBonesFormatSample

But sadly It doesn't work, I see only one ninja's leg -.-" During the conversion the warning say me "WARNING : max of 4 joints .."

last question : when I export in ogree different files are being created , but how I have to use jmeOgre2Bones ?

For example in the last conversion I had this file :
- Sphere.000.mesh
- Sphere.000.mesh.xml
-Sphere.004.mesh
-Sphere.004.mesh.xml
-Sphere.004.skeleton
-Sphere.004.skeleton.xml

p.s : now I'm downloading 3dmax student version .. I have to find the way to import a rigged model in bones :(

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