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 ... 4 5 [6] 7 8 ... 133
76
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.


77
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.

78
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

79
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..

80
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?

81
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

82
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

83
Bones / Re: Has anybody implemented GPU/vertex shader bones yet?
« on: June 24, 2016, 07:21:38 pm »
I'll second this is pretty cool too :) I'll add a link to Bones home page once wiki page is ready.

84
Bones / Re: Has anybody implemented GPU/vertex shader bones yet?
« on: June 21, 2016, 09:16:31 am »
cool, you make quick progress :)

85
Bones / Re: Has anybody implemented GPU/vertex shader bones yet?
« on: June 18, 2016, 07:23:55 pm »
you can go for a hybrid solution. i.e. using skeleton animation create jPCT's regular mesh based key frame animations on the fly and use that afterwards. this will increase performance but you may hit memory limit (depends on number/length of your animations)

86
Bones / Re: Has anybody implemented GPU/vertex shader bones yet?
« on: June 18, 2016, 04:55:06 pm »
how many polygons is your model?

as you had said, there was some work on that but nobody published anything as far as I know.

also beware, although HW animation with a shader is possible and will increase the performance, polygon level collision detection will not work in software as software will not be aware of updated mesh.

87
Bones / Re: How to Fill SkinData
« on: June 17, 2016, 01:58:38 pm »
but of course you should first create the list if it's null

Code: [Select]
map = Map<Integer, List<Integer>>();
for (b: boneRefs) {
  list = map.get(b.vertexIndexReference);
  if (list == null) {
    list = new ArrayList<Integer>();
    map.put(b.vertexIndexReference, list);
  }
  list.add(b.boneIndexReference);
}

88
Bones / Re: How to Fill SkinData
« on: June 17, 2016, 01:50:28 pm »
it's written above AGP, in the first iteration

Code: [Select]
map = Map<Integer, List<Integer>>();
for (b: boneRefs) {
  map.get(b.vertexIndexReference).add(b.boneIndexReference);
}

but of course you should first create the list if it's null

89
Bones / Re: How to Fill SkinData
« on: June 17, 2016, 12:37:40 pm »
you cant do that in a single iteration IMHO.*

first iterate over boneRefs to collect vertex-bone relations

Code: [Select]
map = Map<Integer, List<Integer>>();
for (b: boneRefs) {
  map.get(b.vertexIndexReference).add(b.boneIndexReference);
}

then loop over your map to place into jointIndices array. sth like this

Code: [Select]
for (e : map.entrySet) {
  count = 0;
  for (index : e.value) {
    jointIndices[e.key][count++] = index;
  }
}

hope this helps
r a f t

(*) actually you can but will be ugly

90
Bones / Re: How to Fill SkinData
« on: June 17, 2016, 12:12:53 pm »
Code: [Select]
weights[x][y] = boneRefs.get(x).vertexWeight;
jointIndices[x][y] = boneRefs.get(x).vertexIndexReference;

if I understand your stucture correct, these should be just the opposite.

Code: [Select]
jointIndices[x][y] says vertex x is influenced by joint y, NOT joint x influences vertex y. similar for weights.

looks like you shoud loop over boneRefs and fill in jointIndices and weights accordingly. not the other way around

Pages: 1 ... 4 5 [6] 7 8 ... 133