Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - raft

Pages: 1 2 3 [4] 5 6 ... 133
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"?

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.

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

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

Bones / Re: How to Fill SkinData
« on: December 11, 2016, 06:32:25 pm »
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

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.

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

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

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

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.

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

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

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

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

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

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

send EgonOlsen a message

Pages: 1 2 3 [4] 5 6 ... 133