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Messages - raft

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46
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Because I need to make a Indicator to indicate the position of the 3DObject.
if you need to show indicator even if object is not visible, remembering last position may be a good option

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The question is how can I get someting like a Rect or a box or anyother useful vertex to represent the 3dObject position?
do you need representation in 3d world or on screen? for 3d world you can use AnimatedGroup.getRoot() as you already doing, place any box or whatever you want to that position. for more accurate representation you can calculate and use center of group. or you can calculate a bounding box which the whole group can fit into.

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I don't really know what the meaning of view plane
view plane is the imaginary screen plane where obejcts in 3d world are projected onto. essentially the view plane should be between the camera (eye) and the object othewise the object can not be projected. in real life you cannot see anyhthing behind your eye lense, right? just like that

47
the docs say, that method returns null only when the point is behind viewplane, not outside of FoV.

Egon can clarify it.

anyway, one option may be to "remember" the last non-null value

48
Bones / Re: Jaw Bone
« on: November 30, 2016, 09:58:42 am »
all bones are equal from Bones' point of view, no special treatment for any of them

49
Bones / Re: How to Fill SkinData
« on: November 25, 2016, 03:55:05 pm »
No, I don't do any transformation.

50
Bones / Re: How to Fill SkinData
« on: November 23, 2016, 11:18:28 am »
No, I don't do any transformation.

51
Bones / Re: How to export the mesh and skeleton xml to bones file
« on: November 18, 2016, 02:42:07 pm »
use the provided scripts in scripts folder instead of directly using JMEOgreImporter. if you provide no arguments to script it will display usage

52
send EgonOlsen a message

53
Bones / Re: Some bones from the skeleton are twisted
« on: November 07, 2016, 01:44:02 pm »
ah, okay, makes much more sense now :)

54
interesting. I'm not an Android Studio user so I cant comment on it.

maybe you can also update wiki page so this may help others too?

55
Bones / Re: Some bones from the skeleton are twisted
« on: November 07, 2016, 09:23:57 am »
I'm glad you resolved it.

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If I'm exporting out the model with animation from Blender it is working fine, so the skeleton is OK. The problem was on the android side.
But I'm not sure what you meant here ;)

56
Bones / Re: Some bones from the skeleton are twisted
« on: November 03, 2016, 09:59:08 am »
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The main question is still the same. Why are the bones are rotated, and why not the complete skeleton? And of course how to solve it?
Is there a good ogre skeleton editor software in the wide internet?

dont know honestly. how do those bones behave in Meshy? in the example you had sent me there is only one animation moving the arm

57
Bones / Re: Some bones from the skeleton are twisted
« on: November 02, 2016, 09:56:13 am »
I'm still unclear about this
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bones which are not exactly connected to it's parent

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Is it possible that in the ogre skeleton I can't define more than on child for a bone? The Spine03 has three children (clavicle right and left and the neck)
no, definitely not. otherwise you can only create a single string of bones, not a tree

there must be something different about clavicles that possibly Ogre exporter cannot process correctly. maybe some translation/rotation which is not baked into bind pose?

you checked the wiki page, right? (prepared by community, I never used Blender myself)
http://www.jpct.net/wiki/index.php?title=Exporting_from_Blender_to_Bones

58
Bones / Re: Some bones from the skeleton are twisted
« on: November 02, 2016, 09:23:19 am »
not sure what exactly is happening there
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but looks like the bones which are not exactly connected to it's parent are connected differently.
can you please explain this? are there bones which have no parent (except root bone)

attached is how skeleton looks in Bones. very much similar to Meshy but right clavicle is even looking more weird.

note: screenshot is from OgreSample can be found in samples dir, IMHO a handy tool to test your model / animation before going Android

59
Bones / Re: How to Fill SkinData
« on: November 01, 2016, 05:45:08 pm »
check javadoc of SkinClip and JointChannel.

think of JointChannel as a series of points in time describing Joint's transformation. times between points are interpolated.

you need to pull translations (SimpleVector) and rotations (Quaternion) data out of a series of that transformation Matrices.


60
Bones / Re: How to Fill SkinData
« on: November 01, 2016, 04:54:22 pm »
I have no idea how Max stores transformation infomation so I have no idea how to pull information out of that matrix.

Try Googling or Max documents.

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