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Messages - raft

#121
Bones / Re: Bones joint rotate but mesh doesn`t update
January 27, 2016, 05:10:21 PM
check ProceduralAnimationSample.

possibly you are missing one of the following steps:

currentPose.updateTransforms();
skeletonDebugger.update(currentPose); // only for debugging
animatedGroup.applySkeletonPose();
animatedGroup.applyAnimation();
#122
have a look at ProceduralAnimationSample. and also this thread
#123
there are scripts in the scripts folder, you can use them. which behind the scenes uses importer classes in raft.jpct.bones.util package.

by using desktop samples, for example OgreSample you can load directly Ogre3D model and inspect your model, skeleton and and animations.
#124
Support / Re: blitting text and images
January 20, 2016, 02:55:06 PM
you cannot use desktop version for Android. there is a separate one for jPCT AE
#125
Bones / Re: Working with 3ds max models
January 19, 2016, 09:51:12 AM
the Quaternion is only to setup orientation of model, it should not effect animation.

may it be those vertices are affected by more than 4 joints? Bones support upto 4 joints per vertice
#126
Bones / Re: Working with 3ds max models
January 18, 2016, 10:34:29 AM
you are using the last version, right? two weeks ago I found a possible bug and -hopefully- fixed it.
#127
Bones / Re: Need a good arm model (desperately)
January 15, 2016, 11:10:23 PM
maybe animate them in blender and export and try that?
#128
Bones / Re: Need a good arm model (desperately)
January 15, 2016, 09:41:43 PM
are the exported animations run okay with OgreSample too?
#129
Bones / Re: Need a good arm model (desperately)
January 15, 2016, 06:33:33 PM
you can use the ninja and seymour models which comes with the samples.

what do you see when you open those 'faulty' models in OgreSample? is skeleton placed correctly?
#130
Bones / Re: Need a good arm model (desperately)
January 15, 2016, 04:54:55 PM
Quote from: idkm23 on January 15, 2016, 04:52:35 PM
but they are not working as expected.
what do you mean by that?
#131
Bones / Re: Rigged JPCT Bone Models
January 11, 2016, 08:49:05 AM
yea, we all do it sometime ;)
#132
Bones / Re: Rigged JPCT Bone Models
January 08, 2016, 06:14:14 PM
cool, I'm glad you solved it.

it may help others if you add that information to jPCT wiki too
#133
Bones / Re: Rigged JPCT Bone Models
January 08, 2016, 05:53:22 PM
most possibly you can make that rotation permanent. but I dont know how, I'm not a Blender user.
#134
Bones / Re: Rigged JPCT Bone Models
January 08, 2016, 05:14:55 PM
Quote from: idkm23 on January 08, 2016, 05:12:00 PM
I just noticed I'm getting this warning when I run the sample code:

Jan 08, 2016 11:04:23 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized


this isnt so important.

I'm not sure what is happening there. ok, jPCT's coordinate system differ from Blender but the skeleton and the model should be oriented the same.

maybe there is some modifier for rotation on one of them in Blender and it's not applied by the exporter?
#135
Bones / Re: Rigged JPCT Bone Models
January 08, 2016, 04:07:08 PM
you can use the samples in the desktop version. they can show skeleton, list of all animations and other things too