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Messages - raft

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46
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

47
send EgonOlsen a message

48
Bones / Re: Some bones from the skeleton are twisted
« on: November 07, 2016, 01:44:02 pm »
ah, okay, makes much more sense now :)

49
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?

50
Bones / Re: Some bones from the skeleton are twisted
« on: November 07, 2016, 09:23:57 am »
I'm glad you resolved it.

Quote
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 ;)

51
Bones / Re: Some bones from the skeleton are twisted
« on: November 03, 2016, 09:59:08 am »
Quote
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

52
Bones / Re: Some bones from the skeleton are twisted
« on: November 02, 2016, 09:56:13 am »
I'm still unclear about this
Quote
bones which are not exactly connected to it's parent

Quote
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

53
Bones / Re: Some bones from the skeleton are twisted
« on: November 02, 2016, 09:23:19 am »
not sure what exactly is happening there
Quote
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

54
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.


55
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.

56
Bones / Re: Some bones from the skeleton are twisted
« on: November 01, 2016, 04:42:12 pm »
I dont really have time for that, besides I dont have a 3dsMax anymore

57
Bones / Re: Some bones from the skeleton are twisted
« on: November 01, 2016, 03:51:05 pm »
I was using this one as exporter for 3dsMax and also viewer. Especially the exporter was quite sucessfull.

http://www.ogre3d.org/tikiwiki/tiki-index.php?page=OgreMax+Scene+Exporter

The OgreMax site is not responding, not sure if a temporary problem or..

58
Bones / Re: How to Fill SkinData
« on: August 10, 2016, 07:22:30 am »
I'm not sure if this is a weight accuracy problem. any progress on this one?

59
Bones / Re: How to Fill SkinData
« on: July 22, 2016, 08:23:23 am »
it's hard to guess what your code exactly does but I've noticed a logical error. both weights' and jointIndices' first dimension is vertex index. looks like you use bone index as jointIndices' first dimension.

see the message above:
http://www.jpct.net/forum2/index.php/topic,4706.msg32344.html#msg32344

60
Bones / Re: Has anybody implemented GPU/vertex shader bones yet?
« on: June 25, 2016, 01:16:57 pm »
Cool :) Added a link to Bones' home page

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