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Messages - AGP

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1621
Support / Re: Skeletal API
« on: August 19, 2008, 07:02:54 am »
And Cyber, Mizuki is making multiple-animation models, and the only animation that ever works is the very last one. In a two-animation model, skeleton.setCurrentAnimation(0) doesn't work, but (1) does. In a four-, (0), (1), and (2) don't work, but (3) does. You get the idea.

1622
Support / Re: Skeletal API
« on: August 18, 2008, 11:14:31 pm »
Quote
This should be possible to implement with relative ease.
I'll have to take a look at the source. I might hasten my return to my 3D Project.

PLEASE do. Between that and improving the docs a little, I guarantee you you'll see a lot of interest in your API (I remember you said somewhere that you hadn't seen any interest when you had first released it). I'll bet you good money that most people don't post their failures here, they just move on and forget. Thanks in advance.

By the way, another suggestion: animation-scaling. We should be able to speed up or slow down the animations. Shouldn't be too hard, in my opinion, but you tell me. Thanks again.

1623
Support / Re: Any Way to Speed Up an Animation?
« on: August 18, 2008, 08:24:37 pm »
Egon, sorry. I assumed the Animation instance returned by the SkeletalObject wouldn't be null. Evidently, I assumed wrong and I understand what you meant by the animate(index) now. Cyber's SkeletalAnimation can only be advanced (as far as I could tell) by the advanceAnimation() method, which is really slow. There's no way to re-scale the animation as a whole. Anyway, thanks for the attention yet again.

1624
Support / Re: Any Way to Speed Up an Animation?
« on: August 18, 2008, 05:36:20 pm »
Do you mean the Object3D.animate(int) method? How would that work? I'm actually trying to speed up a skeletal animation, which I'm not sure is possible, but let's go one step at a time. : -)

1625
Support / Any Way to Speed Up an Animation?
« on: August 18, 2008, 09:44:19 am »
There's not much in the Animation class itself, but is there some way of changing the timing of animations I'm missing?

1626
Support / Re: removing flicker from JPCT applet with AWT graphics
« on: August 18, 2008, 07:30:22 am »
Fireside, I'm almost certain that if you do
Code: [Select]
Graphics g = buffer.getGraphics(); g.setFont(myFont); g.drawString("My String."); it'll work like a charm. Try it out and let us know.

1627
Support / Re: Skeletal API
« on: August 18, 2008, 05:56:57 am »
JoaoGabrielm and Cyber, I think you both missed the part where Egon said he had included that very example in the distribution package.

Cyber, Mizuki is being kind enough to model me a character that works great with your API. One problem:the first animation frame is always screwed up (from then on it works great). And a suggestion: could you make it so that we could rotate the joints manually (the very benefit of having a skeleton attached)?

1628
Support / Re: Cyberkilla, In Case You'll Ever Read This
« on: August 07, 2008, 07:58:15 pm »
Thanks a lot, pal. Will report whatever I may find.

1629
Support / Re: Cyberkilla, In Case You'll Ever Read This
« on: August 07, 2008, 07:19:43 pm »
I didn't say it returned null, I said it returned an empty Vector. But read my edit.

1630
Support / Egon, This One's For You
« on: August 07, 2008, 07:02:58 pm »
The following is the code for getChild(String). The only scenario in which it would return null is if your XMLFactory returned an empty Vector. Anything you can tell me about it? Any problems in the past, or will I have to dig deeper and find out where that node comes from?

EDIT: I did dig further, and it all comes down to your XMLFactory.parseXML(String) method. I smell bug. :-) If you wouldn't mind, I could look at it for you.

Code: [Select]
public XMLElement getChild(String name) {
Vector nodes = XMLFactory.getInstance().getMatchingNodes(node.getName()+"/"+name,node);
if(nodes.size() == 0)
return null;

XMLNode newNode = (XMLNode)nodes.get(0);
return new XMLElement(newNode);
}

1631
Support / Cyberkilla, In Case You'll Ever Read This
« on: August 07, 2008, 06:13:01 pm »
I found out the location where most of the NullPointerException problems are happening: the method getChild(String) addressed as   
Code: [Select]
XMLElement geometryElement = submesh.getChild("geometry");on private static OGREVertexBuffer loadGeometry(XMLElement) is returning null! Don't know how to fix it yet, but if you don't come back soon I may have to do it myself! : -(

1632
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 05, 2008, 05:11:29 pm »
Egon, thanks a lot (I had not used that account in years).

Mizuki, then could and would you build me a character? : -)

1633
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 05, 2008, 12:51:44 am »
Mizuki, could you and would you be willing to post what he wrote to you? Because by everything I've read, OgreXML is exactly what his loader loads.

1634
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 04, 2008, 06:17:58 pm »
Mizuki, if you find yourself able to build me a rigged human character that works with this skeletal API, I'd sure love it. Thanks for offering, and we might be able to work something out.

1635
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 03, 2008, 07:14:52 pm »
Egon, as always, thank you for the attention. You rock. But I read the file, and it has the following section. So no, not having a "bone hierarchy" isn't the problem. Like I said, Max and Maya can read these files.

Code: [Select]
<bonehierarchy>
<boneparent bone="Bip01_L_Calf" parent="Bip01_L_Thigh"/>
<boneparent bone="Bip01_L_Clavicle" parent="Bip01_Neck"/>
<boneparent bone="Bip01_L_Foot" parent="Bip01_L_Calf"/>
<boneparent bone="Bip01_L_Forearm" parent="Bip01_L_UpperArm"/>
<boneparent bone="Bip01_L_Hand" parent="Bip01_L_Forearm"/>
<boneparent bone="Bip01_L_Thigh" parent="Bip01_Spine"/>
<boneparent bone="Bip01_L_Toe0" parent="Bip01_L_Foot"/>
<boneparent bone="Bip01_L_Toe0Nub" parent="Bip01_L_Toe0"/>
<boneparent bone="Bip01_L_UpperArm" parent="Bip01_L_Clavicle"/>
<boneparent bone="Bip01_Pelvis" parent="Bip01"/>
<boneparent bone="Bip01_R_Calf" parent="Bip01_R_Thigh"/>
<boneparent bone="Bip01_R_Clavicle" parent="Bip01_Neck"/>
<boneparent bone="Bip01_R_Foot" parent="Bip01_R_Calf"/>
<boneparent bone="Bip01_R_Forearm" parent="Bip01_R_UpperArm"/>
<boneparent bone="Bip01_R_Hand" parent="Bip01_R_Forearm"/>
<boneparent bone="Bip01_R_Thigh" parent="Bip01_Spine"/>
<boneparent bone="Bip01_R_Toe0" parent="Bip01_R_Foot"/>
<boneparent bone="Bip01_R_Toe0Nub" parent="Bip01_R_Toe0"/>
<boneparent bone="Bip01_R_UpperArm" parent="Bip01_R_Clavicle"/>
<boneparent bone="Bip01_Spine" parent="Bip01_Pelvis"/>
<boneparent bone="Bip01_Spine1" parent="Bip01_Spine"/>
<boneparent bone="Bip01_Spine2" parent="Bip01_Spine1"/>
<boneparent bone="Bip01_Spine3" parent="Bip01_Spine2"/>
</bonehierarchy>

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