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Messages - Babu

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61
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 14, 2011, 01:59:56 pm »
thanks, raft.  :)

I'll will start exploring the karga and the PolygonManager...

62
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 14, 2011, 07:34:19 am »
hi raft,

I am back again  :).  The model that I succeeded in loading is a human model.  When the model is loaded with default human-skin-texture, it was all fine.  But when I tried to use separate textures for shirt and pants, whichever texture that I apply last, covers the complete the model. 
Simple solution could be to go back to our artist and ask for the single texture file that includes all: skin, shirt and pants.  But my app requires that the end user should be able to change dresses (shirt, pant etc) on the fly.  So I think having separate texture files is the way to go.  But I am struck with the above problem.

Can you please throw some light or point me to some docs on the texture mapping techniques to be used in JPCT/Bones?

Thanks,
Babu

63
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 12, 2011, 08:58:50 pm »
Yeah, I was analyzing camera angle and camera position and was planning to analyze the translation part there after. 
Thanks for pointing out the code, I just commented that statement and model appears in the center.  Great  ;D

64
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 12, 2011, 05:34:29 pm »
Hi raft,

Finally, I was able to load the model given by my artist.  Thanks a lot for your guidance and support in my first baby step :).
Even my model loaded upside down; but I could use the -rotation parameter to get it loaded properly.

However, I am facing the same problem as pages, i.e. the model is not appearing in the center of the screen, but moved to the left edge of the screen.  I am using the same code that is used in the Ninja demo.  I just changed the resource names for the model and the texture.  Based on your advice to pages, I scanned through the code to see the assignment of a camera angle that is greater than 0.  I couldn't see any such code in NinjaDemoActivity.  But I found that the default value of the camera angle was "PI" as initialized in the cameraorbitor class.  I even changed that to 0.  But I couldn't succeed in getting my model to the center.

Am I missing something here?  I'll anyway continue to analyze this by putting more log messages into the app.

Thanks a lot...

65
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 11, 2011, 04:48:38 pm »
Thanks, raft.  That worked. :)

66
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 11, 2011, 08:04:16 am »
this happens because there is no animation in your skeleton file. tell your artist export at least one animation.

Hi raft,
I got the .xml files with a simple animation.  Now I could see that the group is also loaded from the log message below.

Skeleton created out of jME OGRE skeleton, 69 joints
Created skeleton animation clip: leg_test
Loaded ogre file: body_new/body.mesh.xml, scale: 1, rotation: null
   1 sub objects, 1 skin animation(s), 0 pose animation(s)


But after that I get this strange exception.

Exception in thread "main" java.io.FileNotFoundException: /Eng-Repo/Reference/Graphics/Skeletal-Animation/Bones/scripts/-out (No such file or directory)
   at java.io.FileInputStream.open(Native Method)
   at java.io.FileInputStream.<init>(FileInputStream.java:106)
   at java.io.FileInputStream.<init>(FileInputStream.java:66)
   at sun.net.www.protocol.file.FileURLConnection.connect(FileURLConnection.java:70)
   at sun.net.www.protocol.file.FileURLConnection.getInputStream(FileURLConnection.java:161)
   at java.net.URL.openStream(URL.java:1010)
   at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:225)
   at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:177)
   at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:91)
   at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:81)
   at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:58)
   at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:147)

I sense that things can't get more basic than this.   :-[.  But I am clueless as to what's going wrong.  I used the following command in the command prompt.
bash jmeOgre2Bones.sh -in body_new/body.mesh.xml -out fm.group.bones


67
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 05, 2011, 12:10:01 pm »
this happens because there is no animation in your skeleton file. tell your artist export at least one animation.

is it not possible to load a model with animation?  Just like the default view of Ninja, before selecting an animation from the options menu?

68
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 04, 2011, 05:15:29 am »
hi raft,
The previous exception doesn't come anymore.  Thanks :)

However, I got the following exception.

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 raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:93)
   at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:81)
   at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:58)
   at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:147)

Is there something wrong with the .xml file?  Should I go back to our artist?

Also I got several of the following warnings.

Apr 4, 2011 8:20:56 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized

Sorry for troubling you with lot of basic stuff  :-[

69
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 03, 2011, 02:47:02 pm »
Hi raft,

I got the .xml files from our artist.  However, when I tried to convert them to .bones format, I got the following exception.

bash jmeOgre2Bones.sh -in body/body.skeleton.xml body/body.mesh.xml -out fm.group.bones
Exception in thread "main" com.jmex.model.ModelFormatException: Input XML file does not have required root element 'mesh'
   at com.jmex.model.XMLUtil.loadDocument(XMLUtil.java:113)
   at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:225)
   at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:177)
   at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:91)
   at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:81)
   at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:58)
   at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:147)

But the file has the <mesh> root element.  I am not sure what's going wrong.  Can you please help me with this?

The xml files can be obtained from:
https://docs.google.com/leaf?id=0B85w3AW2-YdVYzY1YmZjM2UtNTQzZC00NDE0LWFmNmQtZTkyMDQxNTM4ZDc1&hl=en

- Thanks

70
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: March 31, 2011, 12:58:10 pm »
raft, thanks a lot for your guidance.  I'll try that out and get back to you.  :)

71
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: March 31, 2011, 12:01:54 pm »
Hi,

I am developing an Android app that needs some 3D skeletal animations.  As I am new to 3D graphics programming, I was delighted to come across JPCT & Bones and hope these fantastic APIs can bail me out.  Thanks a ton to all the people involved!!

I was able to run the Ninja example in my Android emulator and my Android phone (of course using the intermediate release of JPCT that addresses the .rotate issue).  Now I am trying to load some of our own models.  Our artist is using Maya and he has used Ogre3D exporter to generate two files (one for the model and another for the texture).

1. mesh_2_new.ma.mesh (the model)
2. mesh_2_new.ma.material (the texture)

So, I decided to use the BonesImporter to get them to native Bones format.
However, when I analyzed the "OgreSample.java" and "JMEOgreImporter.java", the model file is ".xml" and texture is ".jpg".  I am currently struck here.

I think we're missing something.  Can you please help me out with this?

- Thanks in advance

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