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Messages - raft

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1
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


2
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 :)

3
Bones / Re: Making a 3d model move by code(user input).
« on: November 13, 2017, 06:00:58 pm »
not sure about the warning.

the error says, there are no skins in collada file, meaning no animations and hence nothing to import.

once exported to Bones' format, you can use BonesIO class to load it. and that's also the class script files use behind the scenes.

4
Bones / Re: Making a 3d model move by code(user input).
« on: November 09, 2017, 01:51:06 pm »
Do I have to use the Collada(.dae) format to import my models into android?
no, you dont have to. also it's not suggested.

the preferred way is converting your model into Bones' native format on desktop (PC) then use that in android. this way;
1. will load much faster
2. have no runtime dependency for Collada/Ogre loader

5
Bones / Re: Making a 3d model move by code(user input).
« on: November 07, 2017, 09:24:44 am »
have a look at ProceduralAnimationSample in samples folder

6
Bones / Re: Scale Problem?
« on: September 19, 2017, 11:51:41 am »
Raft, any clue as to how animateSkin could destroy the model's vertices?
no idea actually

7
Bones / Re: SkeletonDebugger Auto-Scale Feature?
« on: September 01, 2017, 04:43:03 pm »
SkeletonDebugger is nothing but a group of JPCT Pyramid primitives. try to debug it to spot where exactly error happens and with what value, might be when creating the Pyramid

8
Bones / Re: Scale Problem?
« on: September 01, 2017, 12:07:11 am »
hard to say anything without knowing how that MaxBonesImporter creates Bone objects.

in any case, doesnt look like a Bones related problem.

9
Bones / Re: SkeletonDebugger Auto-Scale Feature?
« on: September 01, 2017, 12:04:13 am »
SkeletonHelper or SkeletonDebugger, which one? ;)

10
Bones / Re: My Format
« on: August 17, 2017, 12:00:21 pm »
so, does that mean that Ogre3d is also kind of dead?

11
Bones / Re: My Format
« on: May 25, 2017, 11:36:22 am »
I dont know about 3dsMax internals so I cant help with this. Neither I have time.

you say OgreMax is dead, so what other Ogre guys are using?

12
Bones / Re: Model only loadable as AnimatedGroup
« on: May 05, 2017, 03:06:19 pm »
yes, exactly, group is just a container. you can just ignore it

13
Bones / Re: Model only loadable as AnimatedGroup
« on: May 05, 2017, 02:34:49 pm »
you can just import AnimatedGroup in regular way and use Animated3D's inside it, no need to interact with the group.

for the website, thanks for notification, I wasnt aware, created a ticket at hosting company.

14
Bones / Re: AnimatedGroup.applySkeletonPose() is too slow on Android
« on: April 19, 2017, 03:58:27 pm »
might be simply 8000 polygons are too much? still 800ms is a lot though. that method is heavily optimized and even by EgonOlsen, so I cant see much space to improve there

15
Bones / Re: How to set texture to object material
« on: April 11, 2017, 11:28:48 am »
may be ask in jpct-AE forum? :)

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