dont know actually, never exported a collada model myself. might be that, or he might be using multiple skeletons, or sth else
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Show posts MenuQuotenope, you cannot. unless you write an importer for that
you means that i can covert .obj to .bone format too?
Quotetexture 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"
How can i tell .bone where my texture are?
Quotebecause typically exporters do not export skeleton without animation. no skeleton -> no programatic animation
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.
Quote from: AGP on January 04, 2017, 08:03:12 PMsorry?
I'd still need the very first one, for the model itself, right?
Quote from: AGP on January 04, 2017, 08:03:12 PMin 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.
We're still talking about my JSON-serialized format, you see.
Quote from: AGP on January 04, 2017, 05:24:18 PMthen why are you creating a SkinData "manually"?
No, the bones are also defined in the file.
Quote from: iguatemi on January 03, 2017, 08:53:29 PMwhat exactly is your pipeline?
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?
Quote from: AGP on December 25, 2016, 06:46:07 PMassuming exporter supports it, it should be modified in loader code (jME, ardor3d). but again I dont see any good benefit for that
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?
Quote from: iguatemi on December 23, 2016, 08:49:54 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?
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