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Messages - raft

Pages: 1 ... 5 6 [7] 8 9 ... 133
91
Bones / Re: How to Fill SkinData
« on: June 16, 2016, 09:56:52 am »
MAX_JOINTS_PER_VERTEX = 4

jointIndices is a [mesh size][MAX_JOINTS_PER_VERTEX] short array, describing which joints in skeleton is affecting each vertex.

weights is a [mesh size][MAX_JOINTS_PER_VERTEX] float array, describing how much each vertex is affected by corresponding joint in skeleton. if weight is zero, no calculation is done and corresponding jointIndex is irrelevant.

92
Bones / Re: Rigged JPCT Bone Models
« on: May 25, 2016, 08:56:24 am »
which models are you talking about? some models on the wiki? if so, they are most possibly in public domain and can be reused, but better to check with the owner

93
Bones / Re: Which matrix is the best to rotate a bone?
« on: April 19, 2016, 10:26:37 am »
to get the rotation quat:

Code: [Select]
new Quaternion(SkeletonPose.getLocal(<index>))
and for sure that means, SkeletonPose.getLocal(<index>) actually contains the rotation information.

94
Bones / Re: Overlaping bones Animation
« on: March 30, 2016, 10:18:04 am »
Bones does not support skeletal animation blending (though Pose animations can be blended with each other and with a single skeletal animation)

you can use chase's skeleton helper to blend skeletal animations.

95
Bones / Re: SkinAnimation not displaying on android
« on: March 29, 2016, 11:53:58 am »
Joint.getBindPose()/getInverseBindPose() gives you information about the bind pose, not current translation/rotation.

you need pull that information from the matrices in SkeletonPose

96
I backtracked the code and notice jme library in Bones does not support morph animation. Do we have a newer jme library which support for that? If we use latest version, does it break anything?
nope, sorry. simply Bones doesnt support morph animation.

and why do you need morph animation with Bones? that kind of animation is what jPCT supports out of the box. export to a jPCT supported format (like MD2) and use that.

97
Bones / Re: SkinAnimation not displaying on android
« on: March 29, 2016, 09:25:36 am »
first make sure you didnt call AnimatedGroup/Animated3D.setAutoApplyAnimation(false), otherwsie you need to call AnimatedGroup/Animated3D.applyAnimation manually each frame.

looking at your code, you dont update quat2 and quat3 but update quat 3 times.

and also try adding some translation to your joint, rotations sometimes behave very unexpectedly.

98
Bones / Re: Bones joint rotate but mesh doesn`t update
« on: March 15, 2016, 01:59:06 am »
Edit: Another problem with the bones format/java serialization is that it removes the ability to obfuscate your code/bones lib (assuming you want to).
it's interesting that you call that a problem but not a restriction.

anyway, it's not a real restriction, you can exclude Bones' classes from obfuscation so serialized format wont cause a problem.

99
Bones / Re: Menu missing in ninja demo
« on: March 12, 2016, 10:08:14 pm »
np, it happens ;)

100
Bones / Re: Menu missing in ninja demo
« on: March 12, 2016, 10:02:49 pm »
the menu button in not on the screen. it's android's standard hardware menu button, must be somewhere below the screen

101
Bones / Re: Menu missing in ninja demo
« on: March 12, 2016, 09:49:47 pm »
menu should be accesible via the menu button. not sure why it doesnt exist in your case.

in download section there is a direct link to apk, please install demo app from there and check if menu is accesible.

102
maybe added your objects or root as child of another thing?

try your model in OgreSample. you can rotate the camera by dragging mouse.

103
maybe you call setBillboarding?

104
I dont think this is Bones related. do you have any other objects in your scene? are they also rotating with the camera?

105
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

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