Author Topic: Bones - Skeletal and Pose animations for jPCT  (Read 239708 times)

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #180 on: April 16, 2011, 12:15:11 pm »
thanks, raft. :)
I had in fact asked a single file from my artist (based on your previous suggestion) ... just waiting for the file from my artist...  meanwhile thought of trying out the multiple files that I had with me...
I'll check the single file out once I get the file and then get back to you.

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #181 on: April 16, 2011, 04:19:54 pm »
2) Is it possible to link each of these meshes to different textures??
yes of course, they are seperate objects

I was thinking that each mesh would have got loaded as an Animated3D.  So I thought of iterating through the AnimatedGroup and assign the appropriate textures to corresponding objects using the object names.  But I found that the objects don't have any specific name, but object3, object4 and so on.   :(
Is there a better way to find the object that one's looking for?

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #182 on: April 17, 2011, 06:13:13 pm »
i see. the names you see is given by jPCT.

looking at Ogre docs, i've found that Ogre supports -optional- submesh names. jME Ogre loader looks for that element in mesh.xml file and sets names of submeshes accordingly. if it cannot find name, its sets a name itself just like jPCT.

I've started importing names from Ogre and Collada. I've added a method to AnimatedGroup to get an Animated3D by name: AnimatedGroup.get(name).

have a look at export options. possibly there is an option to give a name to an object.

i've updated the zip. please re-download

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #183 on: April 17, 2011, 08:05:41 pm »
hi raft,
thanks a lot for the new API; that would my save my iteration stuff. ;D

Today, I was working with our artist to get all the meshes exported to a single .xml file.
Our artist is using OgreMax exporter (http://www.ogremax.com/downloads) to export from Maya.  This OgreMax exporter doesn't seem to give an option to export to a single .xml file.
Then we downloaded another Maya Exporter from http://www.ogre3d.org/forums/viewtopic.php?f=8&t=63214.  But with this we could only get the object format and not the xml one.
Then we downloaded OgreXMLConverter from http://www.ogre3d.org/tikiwiki/OgreXmlConverter&structure=Tools.  When tried in our artist's windows machine, it gave some error related to the absence of some serializer.
When tried in my mac, I got the following error
Code: [Select]
dyld: Library not loaded: @executable_path/../Frameworks/Ogre.framework/Versions/A/Ogre
  Referenced from: /Eng-Repo/Reference/Graphics/Skeletal-Animation/Tools/./OgreXMLConverter
  Reason: image not found
Trace/BPT trap
Do you have any idea what's going on??

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #184 on: April 17, 2011, 08:54:26 pm »
i'm surprised that OgreMax for Maya doesn't support exporting many objects. OgreMax for 3ds Max is quite successful. what happens if you select many objects and do export selected?

I used Ogre converter at Ubuntu without any problems. don't know about mac.

I'm out now. I will think about this

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #185 on: April 17, 2011, 09:09:44 pm »
I once encountered serializer related error with Ogre converter. can't remember windows or Ubuntu.  it turned out to be version mismatch.

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #186 on: April 18, 2011, 07:54:37 am »
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i'm surprised that OgreMax for Maya doesn't support exporting many objects. OgreMax for 3ds Max is quite successful. what happens if you select many objects and do export selected?

OgreMax, in fact, supports exporting many objects.  Only that it doesn't give an option to export them into a single xml file.  It generates multiple pairs of "mesh.xml and skeleton.xml" files, a pair each for an object.  i.e. for upper-body, it generates upper.mesh.xml and upper.skeleton.xml and for lower-body, it generated lower.mesh.xml and lower.skeleton.xml.

The exporter from ogre3d.org is able to generate a single .mesh file for all the objects; but we ran into problem when trying to convert that .mesh into .xml  ::)

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #187 on: April 18, 2011, 11:55:53 am »
send me your mesh.xml and skeleton.xml pairs and let me have look what i can do.


Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #189 on: April 18, 2011, 01:36:58 pm »
i cant see any files in that folder. i've sent you my email. email me the files please

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #190 on: April 18, 2011, 01:44:54 pm »
sorry, raft.  My bad  :-[.
By mistake I sent the link for the folder instead of the documents.
The mesh files are really huge and so I wouldn't able to send them in mail attachments.  However I have sent the proper links this time to you by mail.

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #191 on: April 18, 2011, 01:59:01 pm »
i've written a method to merge Animated3D's in different groups. but to work properly it needs groups have identical skeletons. looking at your files, i see skeletons differ in number of joints.

are you sure, your artist have one skeleton and attach all objects to it? it must be so, otherwise merging groups has no meaning. also this may be the reason you cannot export many objects to same file.

you can still use it this way, but without merging groups. you need to move and animate body, top and shirts together by yourself.

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #192 on: April 18, 2011, 02:28:54 pm »
yesterday, when I was working with our artist, I got is confirmed that he is using a single skeleton.  But it's the OgreMax exporter that exports multiple skeletons... seems that it picks up the joints corresponding to the mesh its exporting.

we can try one more thing: I will get the single .mesh and .skeleton generated by the other exporter.  If your ogre2XML converter is working fine, may be we can try converting them to .xml files  ???

Offline raft

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #193 on: April 18, 2011, 02:43:02 pm »
Quote
yesterday, when I was working with our artist, I got is confirmed that he is using a single skeleton.  But it's the OgreMax exporter that exports multiple skeletons... seems that it picks up the joints corresponding to the mesh its exporting.
maybe there is an option like "export unused joints" ?

Quote
we can try one more thing: I will get the single .mesh and .skeleton generated by the other exporter.  If your ogre2XML converter is working fine, may be we can try converting them to .xml files  ???
we can try this, but only once ;) i cant do it all the time for you.

Ogre also has an OgreMeshUpgrade tool, to upgrade mesh file to latest version. try using that before using OgreXMLConverter. if it doesnt help send me your mesh files.

Offline Babu

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Re: Bones - Skeletal and Pose animations for jPCT
« Reply #194 on: April 18, 2011, 06:54:03 pm »
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maybe there is an option like "export unused joints" ?
Ok, I will ask my artist to explore this.

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Ogre also has an OgreMeshUpgrade tool, to upgrade mesh file to latest version. try using that before using OgreXMLConverter. if it doesnt help send me your mesh files
My OgreXMLConverter doesn't even launch.  It doesn't even show usage options.  I will try to explore ogre3d forum.  :(

Quote
we can try this, but only once  i cant do it all the time for you.
Thanks a lot.  Even doing once would be great  ;D.  I've just mailed you the .mesh and the .skeleton files.