Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - idkm23

Pages: [1] 2 3
Bones / Adding an Object3D to a bone
« on: March 17, 2016, 08:41:39 pm »
My question is simple: How would I add an object3D to a bone? I am making bounding boxes around the limbs of ONE model&skeleton to create collisions between the limbs of the model (so for example the arm cant phase into the torso). I made a box that surrounds the arm (in the base pose), but now I want the box to follow the arm wherever it is. I basically want the vertices to be attached to the bone just like the mesh. Any ideas are appreciated, thanks.

Support / Re: Trying to find an angle
« on: March 14, 2016, 03:09:47 pm »
How exactly might one find that point? I thought the vertices were stored in the Mesh class, but I cant seem to actually access them. By a complete translation matrix, do you mean like the combinations of all matrices of the previous joints in the hierarchy? I'll look into your idea again, thanks for the help.

Edit: I was doing something wrong in my code. I was actually finding the Y-axis of the transformation AFTER multiplying the shoulder (I should NOT have done this). After undoing this mistake I have gotten more reasonable results, although I am still more interested in accessing the points of the mesh.

Support / Re: Trying to find an angle
« on: March 11, 2016, 07:54:01 pm »
One thing I forgot to mention, if I tried it for the y-axis it corresponded to the angle properly, but if the arm is rotated so it does not come to a 90 degree with the bicep or if its twisted then it no longer corresponds to the correct values. In the images above it could get the values correctly because the hand isnt rotating much and it comes to a 90 degree with the bicep.

The reason why I want to get this angle is so I can unallow movements which fall under a certain range for simple collision detection so the forearm cant phase into the model's chest. I am open to other ideas for this. As an alternative, I was thinking possibly grabbing a vertex from the tip of the models hand and seeing if it is in a bad coordinate zone. What do you think?

Support / Re: Trying to find an angle
« on: March 11, 2016, 07:44:38 pm »
It doesn't appear to correspond to any of the axes. I tried for X, Y, and Z. I think that method won't work in this case because some of the axes are dependant on eachother. What I mean is like, when I rotate with X, then the Z axis moves and so the meaning is completely different.

I will show another example since I wasn't clear the first time, except this time with the angle being applied to the elbow.

This image's angle would be 0

This angle would be 180

Any guidance is appreciated :)

Support / Trying to find an angle
« on: March 11, 2016, 12:06:35 am »
Hello, I have a somewhat simple question involving some math being applied to the model. I am applying a rotation matrix on a shoulder joint on a model (see below) and I want to find an angle out of it (see the yellow). My first attempt was to convert the rotation matrix to euler angles and then check if any of the coordinates had the result I want. However, none of the rpy corresponded to this. Is there a way to extract this information? There must be, right? Any help is greatly appreciated, let me know if I was unclear!

Support / Re: Animation benchmarks
« on: January 29, 2016, 08:46:18 pm »
So are we accepting that the issue is a weak CPU / too many polys for it? Should I just try and take out more polys again?

Support / Re: Animation benchmarks
« on: January 29, 2016, 04:20:20 pm »
So I moved the skeletal animation to another thread and now I am getting 32 fps, but on the thread that is performing the skeletal animation it takes 61ms to perform each so it still appears laggy. Here is the model I am using:

Support / Re: Animation benchmarks
« on: January 28, 2016, 11:53:47 pm »
Small update:
I measured the time between frames and then the time it took to do the skeletal animation of one joint and here are the results,
Time to perform the onDraw method of my view: 80ms
Time to perform the skeletal animation that is run within the onDraw method: 75ms

This is the function taking ~75ms to perform:

Code: [Select]
public synchronized void update(Matrix rotation, int selector) {

        skeletonHelper.transformJointOnPivot(selector, rotation);



Support / Re: Animation benchmarks
« on: January 28, 2016, 06:53:06 pm »
That is an interesting thought. I don't believe they have to render it twice, though. There is a projector for each lens which displays the exact same image.

Support / Re: Animation benchmarks
« on: January 27, 2016, 11:07:37 pm »
I think I misled you when I said 'smarteyeglass' I wasn't referring to sony's product, but these glasses:
I was using it as a general term. I will look into your other comments, thank you.

Support / Re: Animation benchmarks
« on: January 27, 2016, 07:32:29 pm »
Currently I am measuring 30 fps with no skeletal animation. If I apply a rotation to one joint and update it for every draw call then I am measuring 7 fps. I also forgot to mention the processor is dual-core. When I monitor the CPU load in android device monitor the cpu has 2/3 of the chart filled with my process and the remaining mostly idle. Also, what do you mean by "touch calls"? If you mean touch listeners, I disabled them on my views and there was no affect.

Support / Animation benchmarks
« on: January 27, 2016, 05:16:51 pm »
I am currently doing skeletal animation on one joint with no other motion on the model and experiencing about 5 fps. I am only rendering about 1500 polys. I started with 3000 and have been simplifying my model more and more. I am running this on a smart eyeglass with a 1.5GHz processor and 1 gig of ram. Is this many polys unrealistic given my situation? I figured going this low would let me run it smoothly but this is not the case. Also, if it matters at all, I am texturing the character with a tga file. I appreciate any information, thank you.

Bones / Re: My Skeleton Helper
« on: January 26, 2016, 07:17:32 pm »
I have been working with this and figured it out recently Carlos. You need to construct a SkeletonHelper object with the AnimatedGroup object of the model. Then you need to need to use one of the transform methods in the skeleton helper, possibly transformOnPivot, by providing a rotation matrix of the joint and the joint number. If you don't know the joint numbers you can load the model in the OgreSample (and possibly the procedural sample) and the console will output all the joints that it found.

Bones / Re: Working with 3ds max models
« on: January 19, 2016, 05:44:40 pm »
It's possible they are affected by more then four joints, but I don't believe that is the issue. I tried the skeleton helper to start manually manipulating joints and its working perfectly. I don't really need the keyframe animation to work; I was just trying to test if it was working properly. So, I guess my problems solved  ::) I only need to manually manipulate the joints

Bones / Re: Working with 3ds max models
« on: January 18, 2016, 04:33:02 pm »
The latest version of bones? I re-downloaded off your website in the link "Bones can be downloaded here". All the files seem to be last modified in 2014 so perhaps I am not downloaded the right project. Or maybe I am and I am just not seeing the modification date. Anyways, I tried that version and nothing changed. It may be important to note that when I start the program up, the actor wasn't facing me properly. I modified the quaternion to make him start in the proper orientation with this quaternion:

Code: [Select]
Quaternion fixer = new Quaternion().rotateX((float)-Math.PI/2);

I doubt the quaternion has anything to do with it though, because if I don't modify your code it still produces the exact same animation.

Pages: [1] 2 3