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 - cefengxu

Pages: 1 [2] 3 4 5
16
Bones / Re: [ resolved]error output when loading the xxxx.bones via Bones
« on: November 16, 2015, 07:22:35 am »
cool , i have send a draft to raft by email.

if the draft ok , i will public it to internet.   

a wiki account should be better.  thanks EgonOlsen.

17
Bones / Re: [ solving ]error output when loading the xxxx.bones via Bones
« on: November 13, 2015, 10:28:19 am »
thanks for your support.
on the other hand, i try to use the 3ds to create the animated model and export via ogreMax through lots of parameter setting.
and then, the Bones can rendering it.

may be i will writing a tutorial about  "animated model rendering pipeline for JPCT-Bones" (including cut pic)   , and shell for every body. i think it will be useful~

BTW, i got the answer why the model always lie down on the mark : have to set the direction of camera( Y or Z ) before export the model in 3ds Max;




18
Bones / Re: [ solving ]error output when loading the xxxx.bones via Bones
« on: November 12, 2015, 04:33:15 am »
attached is the cutpic of Ogre EXPO Option on Blender

19
Bones / Re: [ solving ]error output when loading the xxxx.bones via Bones
« on: November 12, 2015, 04:15:35 am »
ok, the email have been sent

20
Bones / Re: [ solving ]error output when loading the xxxx.bones via Bones
« on: November 11, 2015, 04:54:10 pm »
so , how to deal with this issue??
can you explain it  more clearly ? thanks ~ :)

21
Bones / Re: [ solving ]error output when loading the xxxx.bones via Bones
« on: November 11, 2015, 11:26:54 am »
the log with more details was shown below:

11-11 18:26:31.059: D/wangcy9-font(18758): default_File_font_path/system/fonts/LenovoFont.ttf
11-11 18:26:31.059: D/wangcy9-font(18758): curfontpath=/system/fonts/LenovoFont.ttf
11-11 18:26:31.059: D/wangcy9-font(18758): default_File_font_path/system/fonts/LenovoFont.ttf
11-11 18:26:31.059: D/wangcy9-font(18758): curfontpath=/system/fonts/LenovoFont.ttf
11-11 18:26:31.059: D/wangcy9-font(18758): default_File_font_path/system/fonts/LenovoFont.ttf
11-11 18:26:31.059: D/wangcy9-font(18758): curfontpath=/system/fonts/LenovoFont.ttf
11-11 18:26:31.089: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:31.089: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:31.219: D/OpenGLRenderer(18758): Render dirty regions requested: true
11-11 18:26:31.229: D/Atlas(18758): Validating map...
11-11 18:26:30.629: I/art(18758): Late-enabling -Xcheck:jni
11-11 18:26:30.699: V/appproc(18758): App process: starting thread pool.
11-11 18:26:30.759: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.759: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.759: E/Parcel(18758): Reading a NULL string not supported here.
11-11 18:26:30.909: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.909: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.909: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.909: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.939: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.949: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.969: I/Configuration(18758): Configuration getConfigurationFromSysProp name= persist.sys.font_scale value=
11-11 18:26:30.989: D/wangcy9(18758): setStatusIcon occur wrong theme!
11-11 18:26:31.049: D/wangcy9-font(18758): default_File_font_path/system/fonts/LenovoFont.ttf
11-11 18:26:31.049: D/wangcy9-font(18758): curfontpath=/system/fonts/LenovoFont.ttf
11-11 18:26:31.509: D/ViewRootImpl(18758): loadSystemProperties PersistDebugEvent: false RoDebugEvent: false
11-11 18:26:31.509: D/FontThemeManager(18758): FontThemeManager createThemeFont typefacetype=2, curfontpath=/system/fonts/LenovoFont.ttf
11-11 18:26:31.509: D/FontThemeManager(18758): FontThemeManager createThemeFont typefacetype=2, curfontpath=/system/fonts/LenovoFont.ttf
11-11 18:26:31.539: I/Adreno-EGL(18758): <qeglDrvAPI_eglInitialize:379>: EGL 1.4 QUALCOMM build: AU_LINUX_ANDROID_LA.BR.1.1.2_RB1.05.00.02.031.021_msm8916_64_LA.BR.1.1.2_RB1__release_AU ()
11-11 18:26:31.539: I/Adreno-EGL(18758): OpenGL ES Shader Compiler Version: E031.25.03.02
11-11 18:26:31.539: I/Adreno-EGL(18758): Build Date: 03/12/15 Thu
11-11 18:26:31.539: I/Adreno-EGL(18758): Local Branch: mybranch8269035
11-11 18:26:31.539: I/Adreno-EGL(18758): Remote Branch: quic/LA.BR.1.1.2_rb1.13
11-11 18:26:31.539: I/Adreno-EGL(18758): Local Patches: NONE
11-11 18:26:31.539: I/Adreno-EGL(18758): Reconstruct Branch: AU_LINUX_ANDROID_LA.BR.1.1.2_RB1.05.00.02.031.021 +  NOTHING
11-11 18:26:31.539: I/OpenGLRenderer(18758): Initialized EGL, version 1.4
11-11 18:26:31.549: D/OpenGLRenderer(18758): Enabling debug mode 0
11-11 18:26:31.559: I/qdutils(18758): PartialUpdate status: Disabled
11-11 18:26:31.559: I/qdutils(18758): Left Align: 0
11-11 18:26:31.559: I/qdutils(18758): Width Align: 0
11-11 18:26:31.559: I/qdutils(18758): Top Align: 0
11-11 18:26:31.559: I/qdutils(18758): Height Align: 0
11-11 18:26:31.559: I/qdutils(18758): Min ROI Width: 0
11-11 18:26:31.559: I/qdutils(18758): Min ROI Height: 0
11-11 18:26:31.559: I/qdutils(18758): Needs ROI Merge: 0
11-11 18:26:31.559: I/qdutils(18758): Dynamic Fps: Disabled
11-11 18:26:31.559: I/qdutils(18758): Min Panel fps: 0
11-11 18:26:31.559: I/qdutils(18758): Max Panel fps: 0
11-11 18:26:31.619: I/jPCT-AE(18758): Wrapping input stream in a BufferedInputStream
11-11 18:26:31.779: I/Timeline(18758): Timeline: Activity_idle id: android.os.BinderProxy@3fa34959 time:28879873
11-11 18:26:34.059: I/jPCT-AE(18758): Normal vectors calculated in 166ms!
11-11 18:26:39.769: I/jPCT-AE(18758): Normal vectors calculated in 141ms!
11-11 18:26:39.779: I/jPCT-AE(18758): added new ninja: 1
11-11 18:26:39.779: I/jPCT-AE(18758): Adding Lightsource: 0
11-11 18:26:39.779: I/jPCT-AE(18758): Loading Texture...
11-11 18:26:39.799: I/jPCT-AE(18758): Texture loaded...1048576 bytes/512*512 pixels!
11-11 18:26:39.809: I/jPCT-AE(18758): GL context is 134640347
11-11 18:26:39.819: I/jPCT-AE(18758): Initializing GL20 render pipeline...
11-11 18:26:39.819: I/jPCT-AE(18758): Accessing shaders via JAR!
11-11 18:26:39.819: I/jPCT-AE(18758): Loading default shaders !
11-11 18:26:39.819: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:39.819: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.009: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.009: I/jPCT-AE(18758): Text file from InputStream loaded...2416 bytes
11-11 18:26:40.009: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.019: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.019: I/jPCT-AE(18758): Text file from InputStream loaded...4496 bytes
11-11 18:26:40.019: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.039: I/jPCT-AE(18758): Handles of 3: 2/36/1
11-11 18:26:40.039: I/jPCT-AE(18758): Loading default shaders (Tex0Amb)!
11-11 18:26:40.039: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:40.039: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.049: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.049: I/jPCT-AE(18758): Text file from InputStream loaded...199 bytes
11-11 18:26:40.049: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.049: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.049: I/jPCT-AE(18758): Text file from InputStream loaded...757 bytes
11-11 18:26:40.049: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.059: I/jPCT-AE(18758): Handles of 6: 2/3/1
11-11 18:26:40.059: I/jPCT-AE(18758): Loading default shaders (Tex0)!
11-11 18:26:40.059: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:40.059: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.079: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.079: I/jPCT-AE(18758): Text file from InputStream loaded...201 bytes
11-11 18:26:40.079: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.079: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.079: I/jPCT-AE(18758): Text file from InputStream loaded...4020 bytes
11-11 18:26:40.079: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.089: I/jPCT-AE(18758): Handles of 9: 2/29/1
11-11 18:26:40.089: I/jPCT-AE(18758): Loading default shaders (Tex1)!
11-11 18:26:40.089: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:40.089: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.099: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.099: I/jPCT-AE(18758): Text file from InputStream loaded...997 bytes
11-11 18:26:40.099: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.099: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.109: I/jPCT-AE(18758): Text file from InputStream loaded...4390 bytes
11-11 18:26:40.109: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.119: I/jPCT-AE(18758): Handles of 12: 2/34/1
11-11 18:26:40.119: I/jPCT-AE(18758): Loading default shaders (Tex0Light0)!
11-11 18:26:40.119: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:40.119: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.119: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.119: I/jPCT-AE(18758): Text file from InputStream loaded...201 bytes
11-11 18:26:40.119: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.129: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.129: I/jPCT-AE(18758): Text file from InputStream loaded...1293 bytes
11-11 18:26:40.129: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.129: I/jPCT-AE(18758): Handles of 15: 2/7/1
11-11 18:26:40.129: I/jPCT-AE(18758): Loading default shaders (Fog)!
11-11 18:26:40.129: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:40.129: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.139: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.139: I/jPCT-AE(18758): Text file from InputStream loaded...328 bytes
11-11 18:26:40.139: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.149: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.149: I/jPCT-AE(18758): Text file from InputStream loaded...4267 bytes
11-11 18:26:40.149: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.159: I/jPCT-AE(18758): Handles of 18: 2/32/1
11-11 18:26:40.159: I/jPCT-AE(18758): Loading default shaders (FogLight0)!
11-11 18:26:40.159: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:40.159: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.159: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.159: I/jPCT-AE(18758): Text file from InputStream loaded...328 bytes
11-11 18:26:40.159: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.169: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.169: I/jPCT-AE(18758): Text file from InputStream loaded...1608 bytes
11-11 18:26:40.169: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.169: I/jPCT-AE(18758): Handles of 21: 2/10/1
11-11 18:26:40.179: I/jPCT-AE(18758): Loading default shaders (Depth)!
11-11 18:26:40.179: I/jPCT-AE(18758): 0 shaders in replacement map!
11-11 18:26:40.179: I/jPCT-AE(18758): Default fragment shader is: /defaultFragmentShader.src
11-11 18:26:40.179: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.179: I/jPCT-AE(18758): Text file from InputStream loaded...745 bytes
11-11 18:26:40.179: I/jPCT-AE(18758): Default vertex shader is: /defaultVertexShader.src
11-11 18:26:40.189: I/jPCT-AE(18758): Loading file from InputStream
11-11 18:26:40.189: I/jPCT-AE(18758): Text file from InputStream loaded...248 bytes
11-11 18:26:40.189: I/jPCT-AE(18758): Compiling shader program!
11-11 18:26:40.189: I/jPCT-AE(18758): Handles of 24: 0/0/-1
11-11 18:26:40.189: I/jPCT-AE(18758): GL20 render pipeline initialized!
11-11 18:26:40.199: I/jPCT-AE(18758): OpenGL vendor:     Qualcomm
11-11 18:26:40.199: I/jPCT-AE(18758): OpenGL renderer:   Adreno (TM) 405
11-11 18:26:40.199: I/jPCT-AE(18758): OpenGL version:    OpenGL ES 3.0 V@100.0 AU@05.00.02.031.021 (GIT@)
11-11 18:26:40.199: I/jPCT-AE(18758): OpenGL renderer initialized (using 2/16 texture stages)
11-11 18:26:40.239: E/AndroidRuntime(18758): FATAL EXCEPTION: GLThread 742
11-11 18:26:40.239: E/AndroidRuntime(18758): Process: com.airhockey.android, PID: 18758
11-11 18:26:40.239: E/AndroidRuntime(18758): java.lang.ArrayIndexOutOfBoundsException: length=333; index=-1
11-11 18:26:40.239: E/AndroidRuntime(18758):    at raft.jpct.bones.Animated3D.applySkeletonPose(Animated3D.java:511)
11-11 18:26:40.239: E/AndroidRuntime(18758):    at raft.jpct.bones.AnimatedGroup.animateSkin(AnimatedGroup.java:178)
11-11 18:26:40.239: E/AndroidRuntime(18758):    at com.airhockey.android.AirHockeyRenderer.onDrawFrame(AirHockeyRenderer.java:209)
11-11 18:26:40.239: E/AndroidRuntime(18758):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1522)
11-11 18:26:40.239: E/AndroidRuntime(18758):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)

22
Bones / [ resolved]error output when loading the xxxx.bones via Bones
« on: November 11, 2015, 10:49:35 am »
hi raft :
now i uses the blender to make a model with animation and export to body.skeleton.xml and body.mesh.xml.

body.skeleton.xml just including only one animation :
Code: [Select]
<animations >
 <animation name="my_animation" length="1.0833333333333333" >

      <tracks >

        <track bone="root" >

          <keyframes >

            <keyframe time="0.0" >

              <translate z="0.000000" x="0.000000" y="0.000000" />
      ......
      ...
      .
 </animation>
</animations >

and then transfer to body.bones via cmd and load it via Bones , as the code shown belown.

Code: [Select]
   animation =  1;
     
   if (animation > 0 && masterNinja.getSkinClipSequence().getSize() >= animation) {
      float clipTime = masterNinja.getSkinClipSequence().getClip(animation-1).getTime();
      if (animateSeconds > clipTime) {
         animateSeconds = 0;
      }
      float index = animateSeconds / clipTime;
      if (false) {
         for (AnimatedGroup group : ninjas) {
            for (Animated3D a : group)
               a.animate(index, animation);
         }
      } else {
         for (AnimatedGroup group : ninjas) {
            group.animateSkin(index, animation);

         }
      }
         
   } else {
      animateSeconds = 0f;
   }

however, when i loading  such model and the demo crash and the error output:

11-11 17:41:20.559: E/AndroidRuntime(12906): FATAL EXCEPTION: GLThread 727
11-11 17:41:20.559: E/AndroidRuntime(12906): Process: com.airhockey.android, PID: 12906
11-11 17:41:20.559: E/AndroidRuntime(12906): java.lang.ArrayIndexOutOfBoundsException: length=333; index=-1
11-11 17:41:20.559: E/AndroidRuntime(12906): at raft.jpct.bones.Animated3D.applySkeletonPose(Animated3D.java:511)
11-11 17:41:20.559: E/AndroidRuntime(12906): at raft.jpct.bones.AnimatedGroup.animateSkin(AnimatedGroup.java:178)
11-11 17:41:20.559: E/AndroidRuntime(12906): at com.airhockey.android.AirHockeyRenderer.onDrawFrame(AirHockeyRenderer.java:209)
11-11 17:41:20.559: E/AndroidRuntime(12906): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1522)
11-11 17:41:20.559: E/AndroidRuntime(12906): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)

23
too complicated but i have to try~ ;D

24
Bones / [ resolved ] how to export animated Model from 3ds Max + ogreMax
« on: November 10, 2015, 10:12:58 am »
Hi, raft:

Thanks for your help ~
now i need to deal with the pipeline about model making~ according to the reference links , i have done :
1- download ogreMax and install base on 3ds-Max-2013;
2- download the model including :
      ninja.3ds
     ninja.b3d
     ninja.cfx
     ninja.ms3d
     nskinbl.jpg

 
so , my question is , how to export it in Max ? do you have some  "tutorial of step by step" for this ?

thanks ~~

25
Bones / Re: some question about the format nijia.group.bones
« on: November 06, 2015, 04:32:49 am »
thanks for your support raft.
the step to expo as follow :
0 - to keep the bones is the newest ~!
1-  to copy the ninja.mesh.xml  ninja.skeleton.xml   into Bones\scripts\
2-  input command : jmeOgre2Bones -out ninja.bones -in ninja.mesh.xml
3- and then ,the file named ninja.bones was output;


Question: however, why the file could be name [size=78%]ninja.bones or ninja.group.bones ? what's different between them ?[/size][/b]

26
Bones / Re: some question about the format nijia.group.bones
« on: November 05, 2015, 10:42:51 am »
just replace bones.jar in the ninja demo with a recent one and it will be ok.

which one ? where i can download it ?? i have down load the lastest version from the webpage

27
Bones / Re: some question about the format nijia.group.bones
« on: November 05, 2015, 10:40:34 am »
it's Bones' binary format which is based on Java serialization.
BonesIO.loadGroup is the way to load it. see LoadBonesFormatSample.you can programmatically save to Bones format with BonesIO or use the scripts in scripts folder which behind the scenes use BonesIO class

How does it work?

1- i follow the step from http://www.jpct.net/wiki/index.php?title=Exporting_from_Blender_to_Bones
2- four different file was exported:
    blender2ogre-export.scene
    cube.mesh.xml
    cube.scene   
    Material.material
3- Pass all of them into the Bones/scripts/
4- and then i use the command:
     jmeOgre2Bones -out cube.bones -in cube.mesh.xml
     and the error output:
     Exception in thread "main" java.lang.NoClassDefFoundError: com/jmex/model/orgrexml/OgreLoader
     at raft.jpct.bones.util.JMEOgreImporter.loadGroup<JMEOgreImporter.java:109>
     .......

28
Bones / [resolved]some question about the format nijia.group.bones
« on: November 05, 2015, 08:53:09 am »
hi raft:

Question1:
  • [size=78%]what is the format of nijia.group.bones ?[/size]
  • [/size][size=78%]how to open it ?[/size]
  • [/size][size=78%]how to make the model and export to such file ?[/size]

Question2:
i try to copy the cylinder.group.bone & stone.jpg from "Bones/res/raw/" to" Bones-Android-Ninjia/res/raw/"
but the error was outputed as follown:
Code: [Select]
11-05 15:31:03.730: E/AndroidRuntime(7988): FATAL EXCEPTION: GLThread 402
11-05 15:31:03.730: E/AndroidRuntime(7988): Process: com.airhockey.android, PID: 7988
11-05 15:31:03.730: E/AndroidRuntime(7988): java.lang.RuntimeException: java.io.IOException: Version mismatch. Current version: 4, stream version: 2
11-05 15:31:03.730: E/AndroidRuntime(7988):    at com.airhockey.android.AirHockeyRenderer.onSurfaceCreated(AirHockeyRenderer.java:126)
11-05 15:31:03.730: E/AndroidRuntime(7988):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1500)
11-05 15:31:03.730: E/AndroidRuntime(7988):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)
11-05 15:31:03.730: E/AndroidRuntime(7988): Caused by: java.io.IOException: Version mismatch. Current version: 4, stream version: 2
11-05 15:31:03.730: E/AndroidRuntime(7988):    at raft.jpct.bones.BonesIO.readHeader(BonesIO.java:104)
11-05 15:31:03.730: E/AndroidRuntime(7988):    at raft.jpct.bones.BonesIO.loadGroup(BonesIO.java:85)
11-05 15:31:03.730: E/AndroidRuntime(7988):    at com.airhockey.android.AirHockeyRenderer.onSurfaceCreated(AirHockeyRenderer.java:120)
11-05 15:31:03.730: E/AndroidRuntime(7988):    ... 2 more





29

hi master:


for the issue " the model rendered by JPCT always lied on the mark and can not be rotate basic the matrix output from ARToolkit "

actually, the matrix output from the ARToolkit::ARNativeActivity.getTransformationMatrix() is correctly and the result of matrix  be such like this:

  0.9592849       0.042872142   -0.27916315   0.0
0.161977        -0.8932123         0.41944835    0.0
-0.23136866   -0.44758964      -0.86379063    0.0
-58.357327     38.013783            381.9324        1.0

<< Orange Color : the rotation info[/size]  [/size]Green  Color: the translation info>>

so i think i just set the translation and  rotation for the model and the result should be right. and then i set up to  jpct-matrix and set into the model like this:

Matrix dump = new Matrix();
dump.setDump(ARNativeActivity.getTransformationM());
dump.transformToGL();
                 
a.clearTranslation();
a.translate(dump.getTranslation());      //   the translation could be sure that it's right because the model can translate through the mark on the screen
                 
a.clearRotation();

a.setRotationMatrix(dump);   // and then the model lied on the mark


dump.rotateX/Y/Z((float)Math.PI/2);    i try to use matrix rotation to rotate the model before process  a.setRotationMatrix(dump) , but no work , the model some time will missing

so , i think i can not handle it now , i have spend server day to deal with this issue but no work.

30
Support / Re: rotation matrix error [ JPCT-AE + ARToolkit + AR Application]
« on: November 05, 2015, 07:47:40 am »
at the end , i have to change the rotation of the model in blender firstly, and then the rendering result is correct......

Thanks

Pages: 1 [2] 3 4 5