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jPCT - a 3d engine for Java => Support => Topic started by: AGP on May 30, 2007, 09:51:04 pm

Title: Skeletal API
Post by: AGP on May 30, 2007, 09:51:04 pm
Can anyone post a sample of a small program that uses Cyberkilla's Skeletal API? Specifically adding the bone with assigned joints. I imagine the process would involve creating a bone with two SimpleVertex instances, but I see nothing that remotely resembles such a method in the documentation. I realize this is not Egon's thing, but I would appreciate the help a whole lot. Thanks in advance.
Title: Re: Skeletal API
Post by: cyberkilla on June 04, 2007, 02:42:43 pm
I will help you:)

I haven't looked at it for over 2 months, and I have a memory that could be likened to a dead goldfish,
so I'll have to have a look;).

I do have a program on this laptop somewhere. I will simplify it, and send it to you.
Title: Re: Skeletal API
Post by: AGP on June 04, 2007, 08:04:32 pm
Thanks a lot. Can't wait.
Title: Re: Skeletal API
Post by: hytparadisee on June 05, 2007, 04:21:31 am
Hey Cyber! Send one too me too ;D. Much appreciated.
Title: Re: Skeletal API
Post by: Mizuki Takase on June 12, 2007, 03:22:32 pm
Hay~! I am very interested too. I recalled asking Cyber as well and still am waiting months for it. (I have been super busy anyway, so waiting was not that painful)
Title: Re: Skeletal API
Post by: AGP on June 18, 2007, 12:54:57 am
Cyber, I appreciate any help you might give me. But only if you give it. :-)

What if you sent us the non-simplified version of your program?
Title: Re: Skeletal API
Post by: manumoi on June 18, 2007, 09:30:35 pm
Finally, is there some example posted somewhere? :P
Now i have some time and would be very interested in benching through this API ...
Title: Re: Skeletal API
Post by: cyberkilla on June 29, 2007, 12:13:13 am
Wow! When I made this thing, I hardly received any interest:)

Now, I really must get something together.

I have not abandoned my 3d project, and I do have some manner of example.
I will clean it up.
I promise it will be done in the next three days.

I received your email, manumoi, and I have flagged it as important.

To my knowledge, the thing works completely, with the exception of vertex weighting - this is simple enough, i just didn't do it at the time because I was so happy it worked at all;)

Again, I am really very sorry for not being active here. I have so much work to do before I can return to my 3d project.
Title: Re: Skeletal API
Post by: hytparadisee on June 29, 2007, 07:30:21 am
LOL, take your time mister :D. Everyone is absolutely patient.
Title: Re: Skeletal API
Post by: cyberkilla on June 29, 2007, 03:00:03 pm
Thank you:)
Title: Re: Skeletal API
Post by: AGP on July 04, 2007, 11:30:11 pm
Cyber, don't get me wrong, I am grateful for the attention. But after over a month waiting and your last broken promise, I'm not holding my breath.
Title: Re: Skeletal API
Post by: cyberkilla on July 05, 2007, 01:22:13 am
I had to go to a photo shoot for a press release :).

What can I say? I have a million things to do. I have no excuse for it.

My word probably doesn't hold any weight after this, but I will try to get it done tomorrow.

It's actually very simple. I could have sworn I included a sample program, but I checked this evening, and it isn't in there.

I ask you not to get annoyed. Please remember the reason I can't be active here in the first place is the sheer volume of work I have to do.
Title: Re: Skeletal API
Post by: AGP on July 05, 2007, 04:59:47 am
I can understand having a million things to do. I'll be very grateful if you do it tomorrow, though. Thanks in advance.
Title: Re: Skeletal API
Post by: cyberkilla on July 05, 2007, 04:21:08 pm
Well, a little update for you:)

I found the little program I plan to modify as an example - it was on a backup cd:P

Ill try to upload it tonight.
Title: Re: Skeletal API
Post by: manumoi on July 05, 2007, 05:52:28 pm
Don t worry, i think everybody here can understant what it is to be in a rush... As long as you don t forget us, we will be patient. Just that your API seems to be extremely cool :D So many of us would like to try it
Cheers,

Manu

PS : and try to look as good as Raft on the picture ;)
Title: Re: Skeletal API
Post by: AGP on July 06, 2007, 08:08:39 am
Manumoi, please stop writing about "us" as if you're representing anyone but yourself. You haven't been waiting nearly as long as I have, so I don't expect you to be as anxious. Thank you.
Title: Re: Skeletal API
Post by: hytparadisee on July 06, 2007, 04:11:23 pm
so I don't expect you to be as anxious...
;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: Skeletal API
Post by: cyberkilla on July 07, 2007, 04:51:23 am
I have finished the example program. It is 3:30am now though. Ill upload it tomorrow.
Its really quite simple though:

OgreXMLLoader.loadOgreXML()
SkeletalObject3D.advanceAnimation()

Thats all you need to get it to do 'something':)

Also, I haven't tried with multiple animation sequences, because I just didn't happen to have any models with more than one movement in:P
However, by the looks of it, I did allow multiple animations.
There is code in the OrgeXMLLoader I made which loads multiple animation sequence blocks,
and a function set in the SimpleAnimation class for changing the current sequence.

Naturally, I could add more functions for better ease of use, but right now, it seems to work, which is one heck of an achievement considering I knew nothing about skeletal animation before this little project:)
Title: Re: Skeletal API
Post by: AGP on July 07, 2007, 08:47:13 am
Cooooool. Are you also uploading the files themselves so we can see how they're built? Again, thank you.
Title: Re: Skeletal API
Post by: AGP on July 07, 2007, 11:15:38 pm
I see you already included two models in the original package. What makes those files? Blender? How about my original assumption of a SimpleBone(SimpleVertex joint1, SimpleVertex joint2) constructor so we can manually build a bone structure?
Title: Re: Skeletal API
Post by: cyberkilla on July 07, 2007, 11:16:57 pm
It should be possible. I'd check out how I am doing it in the source code.

I'm almost ready to upload it.

I think ill include the examples in this package to for the sake of it.
Title: Re: Skeletal API
Post by: cyberkilla on July 08, 2007, 02:16:30 am
Here you go:

http://rpwar.com/cyber3/SkeletalExample.zip

I am sorry about the delay, and I realise this example is pretty simple, but time is a luxury I do not have at the moment;)

There is more to the skeletal api than I have shown, and much more potential, but I haven't got round to adding new stuff, because I am not currently working on FutureRP - Codenamed 'Round 4' :P
Title: Re: Skeletal API
Post by: AGP on July 09, 2007, 04:17:21 am
Thanks a lot. I appreciate it.

Now if we could get the constructor to SimpleBone... :-)
Title: Re: Skeletal API
Post by: EgonOlsen on July 10, 2007, 11:10:22 pm
FYI: I've added the example to the distribution in the download section.
Title: Re: Skeletal API
Post by: cyberkilla on July 10, 2007, 11:12:36 pm
Great:) It should suffice for now. It is simple enough to understand.
Title: Re: Skeletal API
Post by: manumoi on July 11, 2007, 08:18:46 pm
Great,

Thanks for the hard work cyberkilla ;)
Title: Re: Skeletal API
Post by: joaogabrielm on August 13, 2008, 10:20:27 pm
Can anybody send this example to me?
Thanks!
Title: Re: Skeletal API
Post by: EgonOlsen on August 13, 2008, 10:23:17 pm
You mean this one: http://www.jpct.net/others/skeletal.zip (http://www.jpct.net/others/skeletal.zip)  ???

And don't forget to read this thread: http://www.jpct.net/forum2/index.php/topic,1165.0.html (http://www.jpct.net/forum2/index.php/topic,1165.0.html)
Title: Re: Skeletal API
Post by: joaogabrielm on August 13, 2008, 11:30:13 pm
No! I have this...
I want that example that Cyberkilla published in this link http://rpwar.com/cyber3/SkeletalExample.zip!
This link is broken now...  :(
Thanks for your help!
Title: Re: Skeletal API
Post by: cyberkilla on August 14, 2008, 04:26:10 pm
Hello again!

I'm sorry I've been away for so long. I'm running a start-up business based around my other game and it's taking up all of my time.

I still have intentions to work on a 3d version, so I will have to return at some point.

I took that link off-line accidentally when I changed hosts.
I will try to find it for you today, from a backup drive.

It has been months since I last looked at the source code, so I have forgotten how it works for the most part;)

If you have any questions I will make sure I reply to them through this thread.
Title: Re: Skeletal API
Post by: AGP on August 18, 2008, 05:56:57 am
JoaoGabrielm and Cyber, I think you both missed the part where Egon said he had included that very example in the distribution package.

Cyber, Mizuki is being kind enough to model me a character that works great with your API. One problem:the first animation frame is always screwed up (from then on it works great). And a suggestion: could you make it so that we could rotate the joints manually (the very benefit of having a skeleton attached)?
Title: Re: Skeletal API
Post by: cyberkilla on August 18, 2008, 08:42:08 pm
JoaoGabrielm and Cyber, I think you both missed the part where Egon said he had included that very example in the distribution package.

Cyber, Mizuki is being kind enough to model me a character that works great with your API. One problem:the first animation frame is always screwed up (from then on it works great). And a suggestion: could you make it so that we could rotate the joints manually (the very benefit of having a skeleton attached)?

This should be possible to implement with relative ease.
I'll have to take a look at the source. I might hasten my return to my 3D Project.
Title: Re: Skeletal API
Post by: AGP on August 18, 2008, 11:14:31 pm
Quote
This should be possible to implement with relative ease.
I'll have to take a look at the source. I might hasten my return to my 3D Project.

PLEASE do. Between that and improving the docs a little, I guarantee you you'll see a lot of interest in your API (I remember you said somewhere that you hadn't seen any interest when you had first released it). I'll bet you good money that most people don't post their failures here, they just move on and forget. Thanks in advance.

By the way, another suggestion: animation-scaling. We should be able to speed up or slow down the animations. Shouldn't be too hard, in my opinion, but you tell me. Thanks again.
Title: Re: Skeletal API
Post by: fireside on August 18, 2008, 11:46:52 pm
I agree.  Better docs and a working biped example would be really nice.  Skeletal animation saves a lot on file size and is a great add on for jpct.  I don't need it on my current project, but I've got ideas that it would really be handy to use it.
Title: Re: Skeletal API
Post by: AGP on August 19, 2008, 07:02:54 am
And Cyber, Mizuki is making multiple-animation models, and the only animation that ever works is the very last one. In a two-animation model, skeleton.setCurrentAnimation(0) doesn't work, but (1) does. In a four-, (0), (1), and (2) don't work, but (3) does. You get the idea.
Title: Re: Skeletal API
Post by: cyberkilla on August 19, 2008, 09:41:46 pm
And Cyber, Mizuki is making multiple-animation models, and the only animation that ever works is the very last one. In a two-animation model, skeleton.setCurrentAnimation(0) doesn't work, but (1) does. In a four-, (0), (1), and (2) don't work, but (3) does. You get the idea.

That is strange, perhaps I should ask him for an example model to test it.
Title: Re: Skeletal API
Post by: AGP on August 19, 2008, 10:45:56 pm
Mizuki's a she. I'll send the models to you if you want me to. By the way, to be clear, it's not that the call to setCurrentAnimation(int) doesn't work. It's that the model doesn't move in any but the very last animation.
Title: Re: Skeletal API
Post by: cyberkilla on August 20, 2008, 04:20:27 pm
Mizuki's a she. I'll send the models to you if you want me to. By the way, to be clear, it's not that the call to setCurrentAnimation(int) doesn't work. It's that the model doesn't move in any but the very last animation.

Sorry, I didn't know:)

I really feel like I'm letting you all down by not sorting out these problems immediately.


The thing is, I'm in the middle of my driving lessons, working, and planning a holiday. I also haven't been actively developing it for a few few months now and I'm not well acquainted with it. I do need to finish it at some point, because I need it for my own projects.
At the minute, however, it's hours of work that I don't have the time to do ???
Title: Re: Skeletal API
Post by: AGP on August 20, 2008, 08:14:33 pm
I understand having a life, pal. I appreciate your willingness to solve it at all. But the sooner the better! :-)
Title: Re: Skeletal API
Post by: Mizuki Takase on August 21, 2008, 11:40:17 pm
Good luck Cyberkilla on your driving test~!