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Bones / Re: No animations found in collada file!
« on: March 29, 2017, 11:04:36 am »
you compare it with what?
yes, possibly missing library_controllers is the reason
yes, possibly missing library_controllers is the reason
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you means that i can covert .obj to .bone format too?nope, you cannot. unless you write an importer for that
How can i tell .bone where my texture are?texture names are not imported. you need to set texture after Animated3D is constructed, check the samples. and for sure this also means same Animated3D cannot have multiple textures. unless you modify textures of polygons "manually"
i am wondering why bones need the animations compulsorily? it is because there is a case that we animate the model programatically instread of playing a predefined animation.because typically exporters do not export skeleton without animation. no skeleton -> no programatic animation
I'd still need the very first one, for the model itself, right?sorry?
We're still talking about my JSON-serialized format, you see.in that case you shouldnt care about vertex count or unique vertex count in jPCT. your exporter from 3dsMax and importer to jPCT should agree on that.
No, the bones are also defined in the file.then why are you creating a SkinData "manually"?
We have for the same model, two very different vertex counts (triple the number of triangles in jpct versus the unique vertex count which is typically less than the number of triangles in any given model), while retaining the same number of triangles, between jpct and 3ds max. But when we create our SkinData, we use only the number of unique vertices. Now we're thinking that we should be using the number of vertices in jpct. Did that make sense to you and do you agree?what exactly is your pipeline?
And is it possible that other engines, like Unity, have some kind of logic to redistribute the weights for models that use more than four? Yet another question: is it trivial to increase the number of joints per vertices, or would that be a massive undertaking?assuming exporter supports it, it should be modified in loader code (jME, ardor3d). but again I dont see any good benefit for that
hey, raft. in some models, some vertices have more than 4 joints associated to them. do you have any input on how to handle these cases?
SkinData doesn't hold animation information, does it?no it doesnt.