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Messages - raft

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121
Bones / Re: How to export the mesh and skeleton xml to bones file
« on: January 21, 2016, 08:51:34 am »
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.

122
Support / Re: blitting text and images
« on: January 20, 2016, 02:55:06 pm »
you cannot use desktop version for Android. there is a separate one for jPCT AE

123
Bones / Re: Working with 3ds max models
« on: 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

124
Bones / Re: Working with 3ds max models
« on: 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.

125
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 11:10:23 pm »
maybe animate them in blender and export and try that?

126
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 09:41:43 pm »
are the exported animations run okay with OgreSample too?

127
Bones / Re: Need a good arm model (desperately)
« on: 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?

128
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 04:54:55 pm »
but they are not working as expected.
what do you mean by that?

129
Bones / Re: Rigged JPCT Bone Models
« on: January 11, 2016, 08:49:05 am »
yea, we all do it sometime ;)

130
Bones / Re: Rigged JPCT Bone Models
« on: 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

131
Bones / Re: Rigged JPCT Bone Models
« on: 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.

132
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 05:14:55 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?

133
Bones / Re: Rigged JPCT Bone Models
« on: 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

134
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 08:58:36 am »
it says the model is rigged, so it will be possibly ok with Bones

135
Bones / Re: Skeleton deformations
« on: January 06, 2016, 02:25:12 pm »
there is only one scale element and it's for bone named "Root"

you mean you applied it to translate element of only "Root" bone as below?

Code: [Select]
                <track bone="Root">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="-0.0029649" y="3.49693" z="-1.52855e-007"/>
...

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