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Messages - Babu

Pages: [1] 2 3 ... 5
1
Bones / Re: Ogre to Bones conversion
« on: January 09, 2012, 05:33:04 am »
Hi Raft,

The issue was solved after my artist checked "not use shared vertices/geometry"" while exporting the files. Thanks a lot for your help.

Regards,
Subha

2
Support / Re: Translating an Object3D to the touch point - Resolved
« on: November 24, 2011, 02:35:19 pm »
Thanks a lot, Egon.  Your code in that thread works perfect!!  :D

I am attaching the working Android code...

[attachment deleted by admin]

3
Support / Re: Translating an Object3D to the touch point
« on: November 23, 2011, 07:06:52 pm »
The code snippet I provided was a copy-paste from my source file...

"mTouchVector = Interact2D.reproject2D3DWS(world.getCamera(), fb,
                  (int)xpos, (int)ypos);"

4
Support / Re: Translating an Object3D to the touch point
« on: November 23, 2011, 06:04:48 pm »
Following are values

11-23 22:33:42.735: D/HelloJPCT(679): frame-buffer-width = 320  frame-buffer-height = 480
11-23 22:33:42.735: D/HelloJPCT(679): TouchEvent-xpos = 98.30721  TouchEvent-ypos = 362.75574
11-23 22:33:42.735: D/HelloJPCT(679): mTouchVector.x = -0.2421875  mTouchVector.y = 0.4765625  mTouchVector.z = 1.0


5
Support / Translating an Object3D to the touch point
« on: November 23, 2011, 04:22:35 pm »
Hi Raft,
I am back  ;D

I am just trying a simple thing to make an Object3D follow my touch points i.e. the Object3D moves to whatever point that I touch on the screen.  But I am unsuccessful  :(

I used the basic cube example of the Hello World AE.  I changed the onTouchEvent() as below:
Code: [Select]
public boolean onTouchEvent(MotionEvent me)
{
if (me.getAction() == MotionEvent.ACTION_DOWN)
{
xpos = me.getX();
ypos = me.getY();

mTouchVector = Interact2D.reproject2D3DWS(world.getCamera(), fb,
(int)xpos, (int)ypos);
return true;
}

try
{
Thread.sleep(15);
}
catch (Exception e)
{
// No need for this...
}
return super.onTouchEvent(me);
}

Then I changed the onDrawFrame as below:
Code: [Select]
public void onDrawFrame(GL10 gl)
{
try
{
fb.clear(back);

if(mTouchVector != null)
{
cube.clearTranslation();
cube.translate(mTouchVector);
}

world.renderScene(fb);
world.draw(fb);
fb.display();
}
catch (Exception e)
{
Logger.log(e, Logger.MESSAGE);
}
}

I see that the cube is moving, but very little!!  Can you please let me know if I am missing something  :-[

6
Bones / Re: .bones file is not getting saved
« on: September 13, 2011, 07:25:47 pm »
it was a silly copy paste mistake from my side  :-[

i missed the slash in the beginning of the -out parameter and the .bones was getting saved in the scripts folder itself (off course  under a long hierarchy of folders... :D)

7
Bones / .bones file is not getting saved
« on: September 10, 2011, 07:44:18 am »
hi raft,
I am back  :)

I am facing a very strange and basic problem.  Yeserday, I ran jmeOgre2Bones to convert from .xml to .bones.  The output from the converter says that the .bones is generated and saved.  But when I checked the destination location, the .bones file is not there!! :o
The final message from the converter is as below:
Quote
Skeleton created out of jME OGRE skeleton, 72 joints
Created skeleton animation clip: AMS_default_sk
Created pose animation clip: clip_idle
Created pose animation clip: clip_head_square
Created pose animation clip: clip_body_invtri
Created pose animation clip: clip_body_fat_armslegs
Created pose animation clip: clip_top_invtri
Created pose animation clip: clip_top_fat_arms
Created pose animation clip: clip_bottom_fat_legs
Loaded ogre file: /Eng-Repo/Companies/GooRa/BusinessUnits/Apps/AMS/Graphics/SOW-1/Aug/drop-1/Integration/ams.mesh.xml, scale: 1, rotation: null
   31 sub objects, 1 skin animation(s), 7 pose animation(s)
Saved bones-group to Eng-Repo/Companies/GooRa/BusinessUnits/Apps/AMS/Graphics/SOW-1/Aug/drop-1/Integration/ams.group.bones

Am I missing something?

8
=> moved the camera up: Changed camera-position
=> doubled the radius and
=> decreased the FOV.
Now the model seems OK...

But, is the right approach; am I going in the right direction?? ::)

9
Quote
this has nothing to do with an animation library like Bones ;)
can you pls read my question again... it was about fixing NinjaDemo... and not Bones...  ;D...

anyway... thanks raft, I will play with FOV and get back to you

10
I changed the camera position's 'y' (which normally same as camera-target's 'y') to move the camera up;  while the face looked ok, the legs are getting shorter... :(

Quote
make it look down so it can see the whole scene.
To make it look down, I changed the camera-target's 'y'.  But this only moves the model vertically...  Is there any other parameter that I should change to make it look down?

BTW, are u not planning to fix the NinjaDemo for the portrait orientation   ;)

11
hi raft, I downloaded the ninjaDemo and tried out my model.
My model looked OK in the ninjaDemo (similar to what you had sent).  But then out of curiosity, I checked the same in the Portrait mode.  You, know what? I issue is actually observed in the portrait mode. :o.

Then it dawned upon me that you were always sending me the landscape screenshot and I was sending you back the portrait screenshot.
So the problem is real and it exists!! ???

As I couldn't attach the screenshots due to size restrictions, I've mailed you the screenshots...

12
unfortunately, I am seeing the same problem even with Samsung Galaxy 3 (just confirm that is not diff b/w phone and emulator).
Yeah, ok, I will start from the scratch  :(... and then get back to you...

thanks a lot for the continuos support, raft...

13
IMHO, they're different.  I am attaching the screenshot for the rotated model with the background color for easy comparison.
Specifically,
Your screen shot: Eyes are straight; mine: eyes are looking down
your screen shot: Front of nose is visible; mine: bottom of the nose is visible
Your screen shot: Smile is visible; mine: smile is not visible
Your screen shot: Has more space above eye-brow(basically, the forehead is fully visible); mine: forehead is not fully visible...

however, not sure if you see the same way  :-\

[attachment deleted by admin]

14
even if I don't rotate, i.e. even when it's loaded upside down, the same issue is observed... pls. find attached the screenshot... :-\

[attachment deleted by admin]

15
yeah, the model was loading upside down.  So I am using -rotation z180 to get it straight...
Is there a way out?  :(

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