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Messages - aZen

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Bones / Re: Animation Editor
« on: November 11, 2012, 11:59:29 am »
Hey raft!

Thank you for the reply. I will start working on this today and see how far I get.

**Will edit this post when I have something to show



I'm now trying to put everything together. However I have a lot of questions:

Could you please explain what variables the MeshData constructor requires? It is not explained in the JavaDocs. How would you generate this information from the World or the World objects? Or is that not possible?


To contruct Skeleton, we need to create a Joint array. Could you please explain what is expected for the first argument in the Joint constructor (Matrix)?


As far as I understand the SkeletonPose is a wrapper for Skeleton. I thought I need to define one SkeletonPose for each key frame of the animation (while using the same Skeleton). But that wouldn't make sense with what I gathered below. Could you please explain what SkeletonPose is used for? Is it just a wrapper for "internal things"?


What do the parameters look like for the SkinData? I can think of multiple ways and would prefere not to use try and error :)


All right, let's assume I have created the Animated3D. As I understand I just need to create this once. If I have different animations (e.g. walking, jumping, crawling, etc), I just attach different SkinClipSequence to the Animated3D. Can I attach several at once and then change between them?
In the java doc it is written that Animated3D is an Object3D. So I don't need to add anything else to the world to display it? But then how do I color it or add textures?
I have currently a lot of objects with different texture in the world that I want to animate as a whole. Can I make things simpler with using AnimatedGroup?


Just making sure I understand correctly: I define a JointChannel for each Joint. This defines how the joint changes from state A to state B. And those JointChannel are then summarized in the SkinClip, which defines the transition from one key frame to another. These transitions are summerized in SkinClipSequence (an animation, e.g. "attack", for our object), which itself can be attached to the Animated3D object.


When I'm done with all these things, would I be able to export everything easily to a file (Collada or Ogre)?

I'm still learning a lot about these things, so feel free to direct me to any additional material that you think might be helpful!

Thank you,

Bones / Animation Editor
« on: November 06, 2012, 05:41:21 pm »
Hey there!

I have to admit I'm a bit lost right now, so I'm hoping for some awesome advice!

Here is my situation: I've written a 3D modelling program in JPCT (works really great) and I want to use bone animation to animate the objects that are modeled. The user can already set the initial bone frame of the object and then define key-frames that lead to animations. This is in theory, because I have no idea how to link the "bones" to the actual objects in the world.

What I have right now:
1) Plenty of objects in the world
2) Connected lines that are the bones
3) Different frames for these "bones"

How do I link all the objects in the world to those "bones" (they're just a list of dots and connections right now) and animate them?

Don't get me wrong, I'm not looking for a full fledged solution. Just want a starting point. I browsed through the samples, but couldn't find what I needed.

Thank you very much,

Support / Re: Getting rid of System.out.println()
« on: September 05, 2012, 11:03:07 pm »
Ah.. that was too easy :)

Thank you very much!

Support / Getting rid of System.out.println()
« on: September 01, 2012, 10:32:58 am »
Hello everyone!

When I start JPCT it starts printing to the java console, e.g.:

Java version is: 1.6.0_33
-> support for BufferedImage
Version helper for 1.5+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized

How do I get rid of these messages? I looked around in the world object and the config, but was not able to find anything.


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