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jPCT - a 3d engine for Java => Support => Topic started by: AGP on May 30, 2007, 09:51:04 pm
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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.
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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.
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Thanks a lot. Can't wait.
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Hey Cyber! Send one too me too ;D. Much appreciated.
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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)
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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?
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Finally, is there some example posted somewhere? :P
Now i have some time and would be very interested in benching through this API ...
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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.
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LOL, take your time mister :D. Everyone is absolutely patient.
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Thank you:)
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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.
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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.
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I can understand having a million things to do. I'll be very grateful if you do it tomorrow, though. Thanks in advance.
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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.
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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 ;)
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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.
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so I don't expect you to be as anxious...
;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
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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:)
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Cooooool. Are you also uploading the files themselves so we can see how they're built? Again, thank you.
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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?
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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.
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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
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Thanks a lot. I appreciate it.
Now if we could get the constructor to SimpleBone... :-)
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FYI: I've added the example to the distribution in the download section.
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Great:) It should suffice for now. It is simple enough to understand.
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Great,
Thanks for the hard work cyberkilla ;)
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Can anybody send this example to me?
Thanks!
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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)
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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!
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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.
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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)?
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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.
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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.
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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.
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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.
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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.
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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.
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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 ???
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I understand having a life, pal. I appreciate your willingness to solve it at all. But the sooner the better! :-)
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Good luck Cyberkilla on your driving test~!