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: synchronize audio and animation
« on: May 03, 2019, 05:10:37 pm »
Well, you are in control of starting an animation sequence and starting audio callback, you can do both at the same time and stop audio when you decide to stop animation sequence. or vice versa, stop animation sequence when audio ends.

2
Bones / Re: Not Repeat animation
« on: May 01, 2019, 10:13:53 am »
Is this a Vuforia question or Bones question?

for Bones, there is no such thing of stopping animation, because there is no such thing of starting an animation.

3
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

4
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.

5
Bones / Re: Parsing SkinClipSequence
« on: May 07, 2018, 08:19:33 pm »
yup, supposed to be

6
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

7
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();
}

8
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

9
Bones / Re: Parsing SkinClipSequence
« on: May 04, 2018, 11:01:04 pm »
get clips from sequence, create new sequences, add clips into new sequences

10
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?

11
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

12
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..

13
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.

14
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);

15
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

Pages: [1] 2 3 ... 133