Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - raft

Pages: [1] 2 3 ... 133
1
Bones / Re: Parsing SkinClipSequence
« on: May 08, 2018, 07:51:07 pm »
okay, exposed a copy of internal data structures in JointChannel. please re-download.

hope this helps

2
Bones / Re: Parsing SkinClipSequence
« on: May 08, 2018, 05:44:50 pm »
SkinClip is the analogue of sub sequence in jPCT's Animation class. It's for whole skeleton, JointChannel is only for a joint in skeleton.

I can expose the internal data in JointChannel, but may not be trivial to split a channel's animation into shorter ones.

It's a bit weird EasyOgreExporter doesnt support multiple animations, it's written 'multiple Skeleton Animations' in their web page. Anyway, if that is the case, I would suggest, export each animation into a different file, and merge them with Bones, so you will end up with separate animations. merging can be done either with scripts (multiple input files) or programatically with AnimatedGroup.mergeAnimations(..) method.

3
Bones / Re: Parsing SkinClipSequence
« on: May 07, 2018, 08:19:33 pm »
yup, supposed to be

4
Bones / Re: Parsing SkinClipSequence
« on: May 07, 2018, 08:14:01 pm »
well, as the Javadoc says, SkinClip.iterator() may return null values, just skip null ones in your code

5
Bones / Re: Parsing SkinClipSequence
« on: May 07, 2018, 01:48:39 pm »
Code: [Select]
/** <p>Returns an iterator of channels. Note some channels may be null.</p> */
public Iterator<JointChannel> iterator() {
return Arrays.asList(channels).iterator();
}

6
Bones / Re: Parsing SkinClipSequence
« on: May 04, 2018, 11:27:03 pm »
ah okay. well, still the same method in other scale, get JointChannel's from SkinClip, create new clips, add channels into new clips

7
Bones / Re: Parsing SkinClipSequence
« on: May 04, 2018, 11:01:04 pm »
get clips from sequence, create new sequences, add clips into new sequences

8
Bones / Re: Invisible Submesh
« on: March 15, 2018, 12:55:38 pm »
sorry for late answer, somehow jPCT email went into spam folder  ::)

is it displayed in submesh list?
in wireframe mode, can you see it without textures?
by debugger I guess you mean skeleton debugger, what do you see exactly?

9
Support / Re: Use 'setExternalID' to show videofile on polygon?
« on: January 08, 2018, 05:55:18 pm »
yea, I did something similar in the past. this is the relevant thread

dont remember much about the details, though :)

and this demo project should contain some working code. by default it displays a panoramic video but rendering video to a texture should also be somewhere there.
http://aptalkarga.com/download/Cardboard.zip

10
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 21, 2017, 07:04:20 am »
right, Bones ignores unskinned meshes in Collada files. this is by design as itís an animation library not a scene loader. you can make the coins skinned too, if they are not animated this will have a slight overhead or load coins in other means jPCT provides like 3ds or obj format.

for texture, having a single texture sounds like the easiest solution.

with Eclipse it should be quite straightforward. just import the project into workspace and right click on the sample and select run as..

11
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 15, 2017, 12:55:18 am »
can you see the coins in the list?

for textures, one thing you can do is parse the collada file, create a map of object name -> texture  or object index -> texture and set textures accordingly.

12
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 14, 2017, 02:57:22 pm »
if there are multiple objects in the collada file, they should be listed in the collada sample like in the screenshot below. in this case there are 4 objects. if your coins is not listed, I guess it means they are not exported



the collada sample just sets the same texture to all objects. you can set different textures to different objects like with the code below. but of course you need the index of object in the group

Code: [Select]
skinnedGroup.get(index).setTexture(name);

13
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 11, 2017, 01:12:06 pm »
try using ColladaSample, it displays the animations in the file and you can run them through the GUI

14
Bones / Re: Making a 3d model move by code(user input).
« on: November 19, 2017, 02:49:15 pm »
during those times, I was using 3dsMax + OgreMax. but as I heard OgreMax is kind of dead nowadays, dont know the details.

Blender is a quite popular 3D editor, Ogre3D is still very popular, so I assume Ogre exporters for Blender should work reasonably well.

I would suggest trying following instructions in Wiki for Blender, if that doesnt help contacting writers of the Wiki page


15
Bones / Re: Making a 3d model move by code(user input).
« on: November 14, 2017, 04:13:21 pm »
Earlier I was getting the error for the no animations found. But now, I have put animation in the model in Blender and exported it to collada and getting the error that I had posted above. I have even added textures in my model in Blender and am getting the same error.
can you post the previous exception? in Bones code no such exception should be thrown, possibly coming from Ardor's Collada loader.

but in any case, your current exception means no skinning information is found in Collada file, practically means no animation. (actually not sure if exporting only the animation but not the skinning information is possible in Blender, doesnt make any sense though)

And one more thing. I have seen the steps in the bones website to export the model to ogre and then to bones and I have questions about this step:
actually I've never used Blender myself, Wiki pages are created and maintained by the community members :)

Pages: [1] 2 3 ... 133