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Messages - raft

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16
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.

17
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

18
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

19
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

20
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

21
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.

22
Bones / Re: SkeletonDebugger Auto-Scale Feature?
« on: September 01, 2017, 12:04:13 am »
SkeletonHelper or SkeletonDebugger, which one? ;)

23
Bones / Re: My Format
« on: August 17, 2017, 12:00:21 pm »
so, does that mean that Ogre3d is also kind of dead?

24
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?

25
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

26
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.

27
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

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

29
Bones / Re: How to set texture to object material
« on: April 11, 2017, 11:05:11 am »
interesting, might be jpct-ae

30
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?

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