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 ... 133
91
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

92
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.

93
maybe added your objects or root as child of another thing?

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

94
maybe you call setBillboarding?

95
I dont think this is Bones related. do you have any other objects in your scene? are they also rotating with the camera?

96
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

97
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?

98
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

99
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.. ;)

100
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

101
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.

102
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?

103
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

104
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

105
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?

Pages: 1 ... 5 6 [7] 8 9 ... 133