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16
Bones / Re: How to set texture to object material
« on: April 11, 2017, 11:05:11 am »
interesting, might be jpct-ae

17
Bones / Re: How to set texture to object material
« on: April 11, 2017, 10:10:29 am »
which pipeline are you using, Collada or Ogre3D?

are you sure it's exported correctly?

18
Support / Re: assign a GL texture to an Object3D
« on: April 07, 2017, 04:07:47 pm »
video not appearing part may also be related to a thread synchronization issue. in particular if you dont consume a video frame new update never arrives (as far as I remember)

19
Bones / Re: How to set texture to object material
« on: April 07, 2017, 04:07:03 pm »
Quote
i tried to set the texture by Animated3D index instead of name, seems work.
Code: [Select]
animatedGroup.get(0).setTexture("head");
animatedGroup.get(1).setTexture("headTop");
animatedGroup.get(2).setTexture("head");
...
nice :)

Quote
Quote
video not appearing part may also related to a thread synchronization issue. in particular if you dont consume a video frame new update never arrives (as far as I remember)

?? you are answering my qestion? :)
nope, sorry, wrong thread, have no idea how this happened :D

20
Bones / Re: How to set texture to object material
« on: April 06, 2017, 02:59:45 pm »
video not appearing part may also related to a thread synchronization issue. in particular if you dont consume a video frame new update never arrives (as far as I remember)

21
Bones / Re: How to set texture to object material
« on: April 05, 2017, 11:13:12 pm »
you cannot I believe. materials and texture information is not passed to Bones during export-import process. texture coordinates are passed though.

in this case, you can for example bake the materials into a texture and assign that texture to your Animated3D's

22
Bones / Re: No animations found in collada file!
« on: March 31, 2017, 04:31:02 am »
dont know actually, never exported a collada model myself. might be that, or he might be using multiple skeletons, or sth else

23
Bones / Re: No animations found in collada file!
« on: March 30, 2017, 12:20:03 pm »
well, the error is descriptive I suppose :) there are multiple skeletons. maybe you are exporting multiple models with separate skeletons?

you can have multiple models and all should be attached to a single skeleton

24
Bones / Re: No animations found in collada file!
« on: March 29, 2017, 11:04:36 am »
you compare it with what?

yes, possibly missing library_controllers is the reason

25
Bones / Re: No animations found in collada file!
« on: March 08, 2017, 06:50:12 pm »
what is facial landmarks?

Bones only support skeleton animation in Collada files (yet dont know if other type of animation exist in Collada files, anyway) for sure you need a skeleton rigged to your model for that.

facial animations are generally pose animations (although not a strict rule), Bones only support it via Ogre3D not via Collada. have a look at FacialAnimationSample for that

26
Bones / Re: No animations found in collada file!
« on: March 08, 2017, 09:46:16 am »
Quote
you means that i can covert .obj to .bone format too?
nope, you cannot. unless you write an importer for that ;)

Quote
How can i tell .bone where my texture are?
texture names are not imported. you need to set texture after Animated3D is constructed, check the samples. and for sure this also means same Animated3D cannot have multiple textures. unless you modify textures of polygons "manually"

Quote
i am wondering why bones need the animations compulsorily? it is because there is a case that we animate the model programatically instread of playing a predefined animation.
because typically exporters do not export skeleton without animation. no skeleton -> no programatic animation

27
Bones / Re: No animations found in collada file!
« on: March 07, 2017, 05:05:44 pm »
yes, Bones' binary format should be faster and more important it has no runtime dependency other then Bones and jPCT. remember when loading Collada or Ogre3D format, Ardor3D's or jME's loader / parser is used, then converted to Bones format.

this has nothing to do with .obj format. just a binary representation of Bones animation model.

you can use the scripts in the /scripts folder to convert to Bones' binary format. they should provide help with -help switch

28
Bones / Re: No animations found in collada file!
« on: March 07, 2017, 11:51:07 am »
most possibly if there is no animation, skeleton data is not exported. just try to put a dummy animation

29
Bones / Re: Add child joint to existing skeleton at runtime
« on: January 18, 2017, 04:35:01 pm »
hey!

nope, not possible with current state of api. you can change the code or use reflection to add a joint to skeleton. however I'm not sure math will follow what you intend to do.

I will suggest attaching your movable object to skeleton at blender and export the male body and object as a group, separate objects but both are linked to same skeleton. at run time you can show/hide your object. (not sure if possible with blender exporter, but anyway)

see the ninja demo, it's exported as a group and ninja holds a sword at his hand which can be shown/hidden but follows ninja's animation.

30
Bones / Re: How to Fill SkinData
« on: January 13, 2017, 06:03:37 pm »
as you intend to write the importer part too, it doesnt actually matter.

but Bones' internal logic requires joints in a skeleton are ordered such that a joint's parent joint always comes before the joint itself. this should be handled either at exporter or importer.

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