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 ... 5 6 [7] 8 9 ... 132
91
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?

92
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

93
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

94
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?

95
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.

96
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.

97
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.

98
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: January 27, 2016, 06:29:17 pm »
are you using last version? I've updated Bones last time at 3 January.

and may there be any chance your skeleton has more than 255 joints?

99
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: January 27, 2016, 05:10:21 pm »
check ProceduralAnimationSample.

possibly you are missing one of the following steps:

Code: [Select]
currentPose.updateTransforms();
skeletonDebugger.update(currentPose); // only for debugging
animatedGroup.applySkeletonPose();
animatedGroup.applyAnimation();

100
Bones / Re: How to export the mesh and skeleton xml to bones file
« on: January 22, 2016, 12:58:31 pm »
have a look at ProceduralAnimationSample. and also this thread

101
Bones / Re: How to export the mesh and skeleton xml to bones file
« on: January 21, 2016, 08:51:34 am »
there are scripts in the scripts folder, you can use them. which behind the scenes uses importer classes in raft.jpct.bones.util package.

by using desktop samples, for example OgreSample you can load directly Ogre3D model and inspect your model, skeleton and and animations.

102
Support / Re: blitting text and images
« on: January 20, 2016, 02:55:06 pm »
you cannot use desktop version for Android. there is a separate one for jPCT AE

103
Bones / Re: Working with 3ds max models
« on: January 19, 2016, 09:51:12 am »
the Quaternion is only to setup orientation of model, it should not effect animation.

may it be those vertices are affected by more than 4 joints? Bones support upto 4 joints per vertice

104
Bones / Re: Working with 3ds max models
« on: January 18, 2016, 10:34:29 am »
you are using the last version, right? two weeks ago I found a possible bug and -hopefully- fixed it.

105
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 11:10:23 pm »
maybe animate them in blender and export and try that?

Pages: 1 ... 5 6 [7] 8 9 ... 132