Author Topic: Bones joint rotate but mesh doesn`t update  (Read 35339 times)

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #15 on: February 03, 2016, 11:05:47 pm »
can you please put your model into ProceduralAnimationSample and try there

Offline Carlos Mateo

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Re: Bones joint rotate but mesh doesn`t update
« Reply #16 on: February 04, 2016, 01:59:16 pm »
Yes I tried it and I found the error. It works now. Thank you very much

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #17 on: February 04, 2016, 02:06:48 pm »
and what was it just for curiosity?

Offline Carlos Mateo

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Re: Bones joint rotate but mesh doesn`t update
« Reply #18 on: February 04, 2016, 08:49:51 pm »
A silly thing....I took the Android Sample and cloned my main object and add the clone to the world, not the main one...for that reason it doesn,t update :S jaja.

My last question:

With the bones library if I add inverse kinematic to some joint as I did in blender, the rest of joints connected to it also move together...or the inverse Kinematics it isn't exported to bones??

Thanks

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #19 on: February 04, 2016, 09:03:03 pm »
it happens ;)

no, IK is out of scope of Bones.

Offline Carlos Mateo

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Re: Bones joint rotate but mesh doesn`t update
« Reply #20 on: February 04, 2016, 09:58:33 pm »
Ohh...what's a pity...Isn,'t there any way to implement it?

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #21 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

Offline AGP

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Re: Bones joint rotate but mesh doesn`t update
« Reply #22 on: February 06, 2016, 04:05:45 am »
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.

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #23 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.. ;)

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #24 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

Offline AGP

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Re: Bones joint rotate but mesh doesn`t update
« Reply #25 on: February 07, 2016, 02:42:10 am »
I didn't know that. What I do know is that I hardly ever have any trouble replicating my models' animations in Unity. That's not the case with Bones. Too often I have models whose animations distort them bizarrely in Bones. I thought that it was down to the number of joints per vertex, but it must be something else.

Obviously, it's an unfair comparison. Unity is sold product. But at any rate, I do enjoy jpct+bones more. Except that I can never use it professionally. Now, this isn't bitching, it's just been my experience every time I tried.

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #26 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?

Offline AGP

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Re: Bones joint rotate but mesh doesn`t update
« Reply #27 on: February 08, 2016, 04:19:32 am »
First of all, I'm not on trial. I have no reason to lie. As for posting, it happens much too often, and I suppose that I'm a little too impatient, too. And as for fixing it, I wouldn't know where to begin. I could test each case better if I could load models faster, but it takes too long and too many steps per attempt. Again, I'm not bitching, I'm just stating a fact. I wouldn't be opposed to sending you some of the models with which I've had trouble, though.

Offline raft

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Re: Bones joint rotate but mesh doesn`t update
« Reply #28 on: February 08, 2016, 08:59:01 am »
yeap, please do so, you have my email if I remember correct

Offline AGP

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Re: Bones joint rotate but mesh doesn`t update
« Reply #29 on: February 09, 2016, 02:43:30 am »
Done. I've also posted a job on Freelance.com for anyone who wants to attempt a MaxScript that takes any biped or bones model from Max and directly exports a .bones file. We'll see how that goes, but that would go a very long way towards making Bones more useful.