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Messages - raft

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31
Bones / Re: No animations found in collada file!
« on: March 08, 2017, 09:46:16 am »
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you means that i can covert .obj to .bone format too?
nope, you cannot. unless you write an importer for that ;)

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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"

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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

32
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

33
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

34
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.

35
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.

36
Bones / Re: How to Fill SkinData
« on: January 05, 2017, 12:08:20 am »
I'd still need the very first one, for the model itself, right?
sorry?
We're still talking about my JSON-serialized format, you see.
in that case you shouldnt care about vertex count or unique vertex count in jPCT. your exporter from 3dsMax and importer to jPCT should agree on that.

37
Bones / Re: How to Fill SkinData
« on: January 04, 2017, 06:14:11 pm »
we are talking about Bones' SkinData class, right?

when you import any skeletal animation into Bones, SkinData is automatically generated for you. you can access it via Animated3D.getSkinData()

38
Bones / Re: How to Fill SkinData
« on: January 04, 2017, 05:39:43 pm »
I'm not sure I understand what you are trying to do.

No, the bones are also defined in the file.
then why are you creating a SkinData "manually"?

39
Bones / Re: How to Fill SkinData
« on: January 04, 2017, 10:37:22 am »
what e
We have for the same model, two very different vertex counts (triple the number of triangles in jpct versus the unique vertex count which is typically less than the number of triangles in any given model), while retaining the same number of triangles, between jpct and 3ds max. But when we create our SkinData, we use only the number of unique vertices. Now we're thinking that we should be using the number of vertices in jpct. Did that make sense to you and do you agree?
what exactly is your pipeline?

if you are creating your skeletal data from scratch in code, and loading your model from 3ds format or similar, yes, you possibly need to use number of vertices instead of unique vertex count.

40
Bones / Re: How to Fill SkinData
« on: December 26, 2016, 12:03:20 am »
And is it possible that other engines, like Unity, have some kind of logic to redistribute the weights for models that use more than four? Yet another question: is it trivial to increase the number of joints per vertices, or would that be a massive undertaking?
assuming exporter supports it, it should be modified in loader code (jME, ardor3d). but again I dont see any good benefit for that

41
Bones / Re: How to Fill SkinData
« on: December 25, 2016, 11:59:57 pm »
hey, raft. in some models, some vertices have more than 4 joints associated to them. do you have any input on how to handle these cases?

need to check loader (jME, ardor3d) code but most possibly they are simply ignored. I cant see any good reason to support more than 4 joints. to me 4 joints are almost more than good enough

42
Bones / Re: How to Fill SkinData
« on: December 11, 2016, 06:32:25 pm »
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SkinData doesn't hold animation information, does it?
no it doesnt.

not sure what's going on there. as a reminder Bones does not have exporter/importer code. it just uses JME's importer

43
Bones / Re: Positioning and orienting Object3D with a Bones joint?
« on: December 09, 2016, 12:12:12 am »
have a look at source code of SkeletonDebugger, it does sth similar to your case, positions "joint" and "bone" objects according to where joint actually is.

44
Bones / Re: How to Fill SkinData
« on: December 06, 2016, 05:55:14 pm »
programatically there is no restriction. if the value is too low its affect will be hardly noticable, if it's too big you will get some weird affects

45
Bones / Re: How to Fill SkinData
« on: December 06, 2016, 05:02:14 pm »
Should the vertices' weights be normalized?
you mean like sum of weights should be 1 per vertex? no there is no such requirement

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