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Messages - idkm23

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16
Bones / Working with 3ds max models
« on: January 18, 2016, 09:50:59 am »
I am working with this model: http://www.turbosquid.com/3d-models/male-character-rigged-mixamo-x-free/515398

I convert it into ogre-format and test it using the ogre sample to checkout it's skeleton and animations. The skeleton lines up fine. When I animate it, however, it is not the same as in 3ds max. In 3ds max it is just stretching out all the limbs symmetrically, but now it looks like this when I animate:
notice the right arm and it's skeleton are all crumpled into a ball, while the left is stretching more than it should. Any advice is greatly appreciated, I have been spending a lot of time on this.  :(

17
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 10:01:49 pm »
I don't believe the models I linked had any pre-made animations. I am only using the skeleton to animate.

18
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 06:56:35 pm »
Yes, I can use those models already, but I am trying to get other models. As for the 'faulty' models, the skeletons of these models appear to be in the right place when I view them in the sample, too.

19
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 05:36:29 pm »
if you have any working models for skeletal animation, I am willing to try almost anything that has human arm

20
Bones / Re: Need a good arm model (desperately)
« on: January 15, 2016, 05:10:28 pm »
I used a model like this: http://tf3dm.com/3d-model/low-poly-character-rigged-47686.html
and: http://www.blendswap.com/blends/view/43394

I have been doing skeletal animation on the ninja model and the seymour model and it works good. I am trying to use other models, though. When I used the models above, the limbs would kind-of move but they would stretch a lot for some reason. It was strange.
The affected limb would kinda do something like this: http://img2.wikia.nocookie.net/__cb20090426053157/halo/images/b/b4/72096526-Full.jpg

Like I said, I am doing the exact same thing on the sample models and it works fine. The skeletons of these models are in the right place when I view them in the sample, too.

21
Bones / Need a good arm model (desperately)
« on: January 15, 2016, 04:52:35 pm »
Does anyone know what kind of models work well in this framework? What are the best model types that convert well into bones? I need to do skeletal animation and I have been downloading models and converting them, but they are not working as expected. What are some types that you have found work well? (max, blend, etc) Any advice? I am really desperate to find a good, rigged, arm model. If anyone has used a model that worked well, please reply!

22
Bones / Re: Rigged JPCT Bone Models
« on: January 09, 2016, 01:30:40 am »
It briefly mentions it in this article: http://www.jpct.net/wiki/index.php?title=Exporting_from_Blender_to_Bones
Quote
Preparing

 1.   Place your model AND armature in position 0,0,0. Then, ensure it's applied: Ctrl+A_key and select Location from the menu.

I just didn't heed it's warnings  :o

23
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 06:10:35 pm »
I figured it out. For any other Blender users that may stumble upon this one day:

The exporter ignores "global" location/rotation/scale transformations. To apply these to the model permanently, select the object that has these transformations and hit CTRL+A and apply whichever transformation is not being applied.

Thanks again for the help

24
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 05:40:25 pm »
You're right, there's a 90 angle of rotation being applied to the mesh in Blender. Can I somehow finalize this rotation or something?

25
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 05:12:00 pm »
I just noticed I'm getting this warning when I run the sample code:

Jan 08, 2016 11:04:23 AM com.jmex.model.ogrexml.anim.SkeletonLoader loadSkeleton
WARNING: Rotation axis not normalized

26
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 05:09:27 pm »


This is what it looks like in the ogre demo. What do you think I should do? The skeleton is in the proper position, but the mesh is obviously not. Also, just to remind, when I tried to make the model move like I did on a previous model the model did not move. Thanks for the help btw

27
Bones / Re: Rigged JPCT Bone Models
« on: January 08, 2016, 04:02:07 pm »
I am sending quaternions to all the joints, but he's not responding. I did the exact same process to the stock model and I could create movement. Is there a way to look at the skeleton in bones to make sure everything's hooked up ok?

28
Bones / Rigged JPCT Bone Models
« on: January 07, 2016, 09:37:05 pm »
I am looking for some models that look kinda like this: http://tf3dm.com/download-page.php?url=low-poly-character-rigged-47686
I am not asking for much, just simple people models that work with Bones. Will this guy work for me, or are there better alternatives? He appears to be only available in the blender format.

29
Bones / Re: Rotating joints
« on: December 29, 2015, 09:30:42 pm »
I figured out that all you have to do is grab the matrix of the joint and use the function rotateX (or some other axis) and that seems to do the trick.

30
Bones / Re: Rotating joints
« on: December 29, 2015, 12:54:58 am »
Isn't there a simple solution to just rotating a bone on a joint? I feel like the targetJoint function could rotate a bone if I changed the jointBindPose. I will keep looking into this. Thank you for your advice.

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