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Messages - raft

#76
Bones / Re: Some bones from the skeleton are twisted
November 02, 2016, 09:56:13 AM
I'm still unclear about this
Quotebones which are not exactly connected to it's parent

QuoteIs 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
#77
Bones / Re: Some bones from the skeleton are twisted
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
#78
Bones / Re: How to Fill SkinData
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.

#79
Bones / Re: How to Fill SkinData
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.
#80
Bones / Re: Some bones from the skeleton are twisted
November 01, 2016, 04:42:12 PM
I dont really have time for that, besides I dont have a 3dsMax anymore
#81
Bones / Re: Some bones from the skeleton are twisted
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..
#82
Bones / Re: How to Fill SkinData
August 10, 2016, 07:22:30 AM
I'm not sure if this is a weight accuracy problem. any progress on this one?
#83
Bones / Re: How to Fill SkinData
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
#84
Cool :) Added a link to Bones' home page
#85
I'll second this is pretty cool too :) I'll add a link to Bones home page once wiki page is ready.
#86
cool, you make quick progress :)
#87
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)
#88
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.
#89
Bones / Re: How to Fill SkinData
June 17, 2016, 01:58:38 PM
Quote from: raft on June 17, 2016, 01:50:28 PM
but of course you should first create the list if it's null

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);
}
#90
Bones / Re: How to Fill SkinData
June 17, 2016, 01:50:28 PM
it's written above AGP, in the first iteration

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