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Messages - raft

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91
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?

92
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();

93
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

94
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.

95
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

96
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

97
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.

98
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?

99
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 09:41:43 pm »
are the exported animations run okay with OgreSample too?

100
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 06:33:33 pm »
you can use the ninja and seymour models which comes with the samples.

what do you see when you open those 'faulty' models in OgreSample? is skeleton placed correctly?

101
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 04:54:55 pm »
but they are not working as expected.
what do you mean by that?

102
Bones / Re: Rigged JPCT Bone Models
« on: January 11, 2016, 08:49:05 am »
yea, we all do it sometime ;)

103
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 06:14:14 pm »
cool, I'm glad you solved it.

it may help others if you add that information to jPCT wiki too

104
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 05:53:22 pm »
most possibly you can make that rotation permanent. but I dont know how, I'm not a Blender user.

105
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 05:14:55 pm »
I just noticed I'm getting this warning when I run the sample code:

Jan 08, 2016 11:04:23 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized


this isnt so important.

I'm not sure what is happening there. ok, jPCT's coordinate system differ from Blender but the skeleton and the model should be oriented the same.

maybe there is some modifier for rotation on one of them in Blender and it's not applied by the exporter?

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