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Messages - raft

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76
maybe you call setBillboarding?

77
I dont think this is Bones related. do you have any other objects in your scene? are they also rotating with the camera?

78
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 08, 2016, 08:59:01 am »
yeap, please do so, you have my email if I remember correct

79
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 08, 2016, 12:28:24 am »
instead of throwing such claims into the air with no solid evidence, did you ever consider posting such "non working" models and seek help, or maybe better try to fix the problem yourself and share that? after all that's the point of open source projects, right?

80
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 06, 2016, 10:31:11 pm »
Quote
I believe 4 joints per vertex is more than enough for almost everything.

Except that it isn't. Too often Bones simply won't work, even after going through the hoops of exporting to its format. These little exceptions make it very hard to use jpct+bones. This is good software, really (both jpct and bones), and tiny to boot. But sometimes, I'm working on a project for which three models have worked fine, then I run into a fourth one that doesn't. Eventually, there will be other models. I can't re-work every model for every exception. So I switch to Unity, which is a pity because I have a LOT less fun working that way.

Anyway, sorry for distracting this thread.

interesting claim regarding jPCT+Bones and Unity comparaison. to me, it's an unfair comparaison, but anyway, check this please. in short it says Unity has also a constraint of 4 joints per vertex.
http://answers.unity3d.com/questions/9679/is-there-a-limit-to-the-number-of-bones-in-a-model.html

81
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 06, 2016, 10:23:47 pm »
Raft, do you actually have a to-do list? If so, do you mind telling me what it is?
here is a todo list. it's not Bones' list but has higher precedence to me. even cannot create time for that. yeah, I know, possibly because I'm too lazy for that.. ;)

82
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 04, 2016, 10:00:28 pm »
no idea. I'm sure it can implemented on top of Bones API, but as I said it's completely outside of Bones' scope

83
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 04, 2016, 09:03:03 pm »
it happens ;)

no, IK is out of scope of Bones.

84
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 04, 2016, 02:06:48 pm »
and what was it just for curiosity?

85
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 03, 2016, 11:05:47 pm »
can you please put your model into ProceduralAnimationSample and try there

86
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 03, 2016, 08:00:03 pm »
I'm not a Blender user. maybe, since there is no animation to be exported, bone assignments are not exported? please check the mesh.xml file there should be many vertexboneassignment elements. you can compare it to ninja.mesh.xml

87
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 03, 2016, 06:28:20 am »
Ok thanks....well finally I have created a reduced version of my model with 15 joints....the problem is still the same....I can see the movement of the skeleton within the skeletonDebugger but the meshes dont update... the code is the following::

..
What am I doing wrong? :S
not sure. it looks okay actually. are you sure that that joint actually affects any vertex? did you try another joint?

88
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 03, 2016, 06:22:49 am »
Raft, do you actually have a to-do list? If so, do you mind telling me what it is? Another importer (again, fbx would be a game-changer)? Maybe more joints per vertex?
:) well, not a written list besides TODO comments in the code.

for fbx importer, possibly I wont have time for that.

I believe 4 joints per vertex is more than enough for almost everything.

89
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: February 01, 2016, 04:23:03 pm »
it's in my todo list, but honestly I dont know when. possibly not in a near future. if you would like to do it yourself, be my guest. Bones.zip contains relevant jME sources.

90
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: January 28, 2016, 10:17:53 pm »
yes unfortunately it's a problem because of jME Ogre loader which Bones uses. it only supports skeletons up to 255 joints. try reducing number of joints in your skeleton.

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