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Messages - Disastorm

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121
Support / .obj textures from Blender
« on: February 03, 2011, 10:23:54 am »
Does anyone know what settings I have to use in the Materials in Blender to make it so when it exports, jpct will read the texture.  I've been able to do it easily in 3ds max and Metasequoia, but in Blender I have tried a bunch of options but it hasn't seemed to work yet.

ah got it working i guess i have to do this UV wrapping thing?

122
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: January 16, 2011, 03:25:00 am »
Hey is there any way to have the solid color textures that aren't taken from separate files, like how for example you can have a .obj with different parts of it different colors, but without a jpg or any kind of texture file other than the .mtl (and those colors are loaded automatically by the obj loader), does ogre do that?

123
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: January 16, 2011, 02:17:01 am »
Ah ok that must be it I have no animations, I was planning on programmatically trying to manipulate the skeleton.

124
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: January 16, 2011, 02:11:44 am »
Do you know what this means for Ogre ?

Jan 15, 2011 5:10:06 PM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized
Jan 15, 2011 5:10:06 PM com.jme.scene.Node attachChild
INFO: Child "sheepMesh000" attached to this node "sheep"
Jan 15, 2011 5:10:06 PM com.jme.scene.Node attachChild
INFO: Child "sheepMesh001" attached to this node "sheep"
Exception in thread "main" java.lang.IllegalArgumentException: No controller found in OgreEntityNode. Means there is no skeleton or pose animation!
        at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:131)
        at kinecttest.Main.createAnimatedGroup(Main.java:131)
        at kinecttest.Main.<init>(Main.java:64)
        at kinecttest.Main.main(Main.java:210)

I exported from Blender and it has a skeleton xml file in the same directory.  Is the Rotation axis not normalized warning related to this error?

It works with the ninja model so it must be something with my model maybe.

125
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: January 15, 2011, 09:16:20 pm »
its not.  For this code:

File colladaFile = new File("Seymour.dae");
System.out.println(colladaFile.length());
       
        URI uri = colladaFile.toURI();

        final SimpleResourceLocator resLocater = new SimpleResourceLocator(uri.resolve("./"));
        ResourceLocatorTool.addResourceLocator(ResourceLocatorTool.TYPE_MODEL, resLocater);

        AnimatedGroup skinnedGroup;
        try {
            ColladaImporter colladaImporter = new ColladaImporter().loadTextures(false);
            ColladaStorage colladaStorage = colladaImporter.load(uri.toString());

            skinnedGroup = BonesImporter.importCollada(colladaStorage, 1f, new Quaternion().rotateX((float) Math.PI));
        } finally {
            ResourceLocatorTool.removeResourceLocator(ResourceLocatorTool.TYPE_MODEL, resLocater);
        }

        Texture texture = new Texture("seymour.png");
        TextureManager.getInstance().addTexture("seymour", texture);

        for (Animated3D o : skinnedGroup) {
            o.setTexture("seymour");
            o.build();
            o.discardMeshData();
        }
        return skinnedGroup;


I get error:

629380
Jan 15, 2011 12:15:18 PM com.ardor3d.util.resource.ResourceLocatorTool locateResource
WARNING: Unable to locate: file:/C:/Users/Disastorm/Documents/NetBeansProjects/KinectTest/Seymour.dae
Exception in thread "main" java.lang.Error: Unable to locate 'file:/C:/Users/Disastorm/Documents/NetBeansProjects/KinectTest/Seymour.dae'
        at com.ardor3d.extension.model.collada.jdom.ColladaImporter.load(ColladaImporter.java:88)
        at kinecttest.Main.createAnimatedGroupCollada(Main.java:104)
        at kinecttest.Main.<init>(Main.java:64)
        at kinecttest.Main.main(Main.java:210)
Java Result: 1


but C:/Users/Disastorm/Documents/NetBeansProjects/KinectTest/Seymour.dae does exist, and as you can see the file = new File part does work because it prints out the filesize.

126
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: January 15, 2011, 03:25:32 am »
Hey for collada when i try to import it it says cannot find file (the .dae file) even though its in the directory.  I've been trying it like the example you have and I know the File = new File part does find it but the cannot find file error comes from colladaImporter.load

do you know why it cant find the file?

127
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: January 12, 2011, 03:29:14 am »
Thanks. I'll check it out.

128
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: January 11, 2011, 11:54:04 pm »
Hello, I havn't tried this yet so I don't know much about it as I've always used keyframe animations, but does this only support premade animations or can we manipulate the bones directly.  I ask this because I just got a kinect the other day, and I think it would be really awesome to allow the player to control a model on the screen with their body.

129
Support / Re: Picking
« on: November 09, 2010, 07:02:16 am »
dunno i think it was in a fenggui example so i just copied it from there. should i just remove all of that stuff?

*edit even after removing it i still have these weird coordinates.   oh well at least i got it to function properly.

130
Support / Re: Picking
« on: November 08, 2010, 07:13:06 pm »
Hey thanks, i fixed it, however I don't know why my coords are different than what you mentioned they should be.  My upper left is not 0,0 its instead 0,768 (height of window).  I just made mouseY = Math.abs(mouseY - 768) and it works now.

is it possible one of these methods messed up my coords, i don't actually know what they do i think i just copied them from somewhere.
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            GLU.gluOrtho2D(0, 1024, 0, 768);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            GL11.glViewport(0, 0, 1024, 768);

131
Support / Picking
« on: November 08, 2010, 11:15:38 am »
I tried out the collision method for picking on the wiki and it works good when the object is close to my camera, but when its a little further it gets harder to pick my target object.  Instead, it keeps picking the "level" object instead of the character im trying to pick.  Strangely enough if I pick below where the character appears on the screen sometimes it will then pick the character even if the location i clicked doesnt have any part of the character there.  Do you know how I can fix this?  I believe I experienced this same thing when I used the regular picking method, as well.

Thanks.

132
Support / Re: Sync speeds?
« on: November 08, 2010, 10:00:58 am »
Thanks that worked.

133
Support / Sync speeds?
« on: November 05, 2010, 09:35:32 am »
Hello, what is the best way to synchronize speed of an application on 2 diferent computers.  When I use a while loop to do stuff like the movements, key reading, render, etc, it runs alot faster like almost a fast forward mode on my really good computer when compared to my older one.

134
Support / Re: some questions
« on: July 15, 2010, 09:49:44 am »
Hey I remember you once said the translations have to be in the same thread as the rendering, do the animations also have to be in the same thread?

135
Support / Re: some questions
« on: July 12, 2010, 08:34:54 am »
It should. Maybe the normals for your animation are not calculated correctly? How are you loading the animation?

Oh I fixed it by calling build() on the imported objects before adding their mesh to the Animation and now the lighting works.  Thanks.  Btw is there any way to add a black outline around models like in cel shading?

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