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Messages - raft

Pages: 1 [2] 3 4 ... 133
16
Bones / Re: Parsing SkinClipSequence
« on: May 04, 2018, 11:01:04 pm »
get clips from sequence, create new sequences, add clips into new sequences

17
Bones / Re: Invisible Submesh
« on: March 15, 2018, 12:55:38 pm »
sorry for late answer, somehow jPCT email went into spam folder  ::)

is it displayed in submesh list?
in wireframe mode, can you see it without textures?
by debugger I guess you mean skeleton debugger, what do you see exactly?

18
Support / Re: Use 'setExternalID' to show videofile on polygon?
« on: January 08, 2018, 05:55:18 pm »
yea, I did something similar in the past. this is the relevant thread

dont remember much about the details, though :)

and this demo project should contain some working code. by default it displays a panoramic video but rendering video to a texture should also be somewhere there.
http://aptalkarga.com/download/Cardboard.zip

19
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 21, 2017, 07:04:20 am »
right, Bones ignores unskinned meshes in Collada files. this is by design as it’s an animation library not a scene loader. you can make the coins skinned too, if they are not animated this will have a slight overhead or load coins in other means jPCT provides like 3ds or obj format.

for texture, having a single texture sounds like the easiest solution.

with Eclipse it should be quite straightforward. just import the project into workspace and right click on the sample and select run as..

20
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 15, 2017, 12:55:18 am »
can you see the coins in the list?

for textures, one thing you can do is parse the collada file, create a map of object name -> texture  or object index -> texture and set textures accordingly.

21
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 14, 2017, 02:57:22 pm »
if there are multiple objects in the collada file, they should be listed in the collada sample like in the screenshot below. in this case there are 4 objects. if your coins is not listed, I guess it means they are not exported



the collada sample just sets the same texture to all objects. you can set different textures to different objects like with the code below. but of course you need the index of object in the group

Code: [Select]
skinnedGroup.get(index).setTexture(name);

22
Bones / Re: Loading a Collada file with pre-defined animations
« on: December 11, 2017, 01:12:06 pm »
try using ColladaSample, it displays the animations in the file and you can run them through the GUI

23
Bones / Re: Making a 3d model move by code(user input).
« on: November 19, 2017, 02:49:15 pm »
during those times, I was using 3dsMax + OgreMax. but as I heard OgreMax is kind of dead nowadays, dont know the details.

Blender is a quite popular 3D editor, Ogre3D is still very popular, so I assume Ogre exporters for Blender should work reasonably well.

I would suggest trying following instructions in Wiki for Blender, if that doesnt help contacting writers of the Wiki page


24
Bones / Re: Making a 3d model move by code(user input).
« on: November 14, 2017, 04:13:21 pm »
Earlier I was getting the error for the no animations found. But now, I have put animation in the model in Blender and exported it to collada and getting the error that I had posted above. I have even added textures in my model in Blender and am getting the same error.
can you post the previous exception? in Bones code no such exception should be thrown, possibly coming from Ardor's Collada loader.

but in any case, your current exception means no skinning information is found in Collada file, practically means no animation. (actually not sure if exporting only the animation but not the skinning information is possible in Blender, doesnt make any sense though)

And one more thing. I have seen the steps in the bones website to export the model to ogre and then to bones and I have questions about this step:
actually I've never used Blender myself, Wiki pages are created and maintained by the community members :)

25
Bones / Re: Making a 3d model move by code(user input).
« on: November 13, 2017, 06:00:58 pm »
not sure about the warning.

the error says, there are no skins in collada file, meaning no animations and hence nothing to import.

once exported to Bones' format, you can use BonesIO class to load it. and that's also the class script files use behind the scenes.

26
Bones / Re: Making a 3d model move by code(user input).
« on: November 09, 2017, 01:51:06 pm »
Do I have to use the Collada(.dae) format to import my models into android?
no, you dont have to. also it's not suggested.

the preferred way is converting your model into Bones' native format on desktop (PC) then use that in android. this way;
1. will load much faster
2. have no runtime dependency for Collada/Ogre loader

27
Bones / Re: Making a 3d model move by code(user input).
« on: November 07, 2017, 09:24:44 am »
have a look at ProceduralAnimationSample in samples folder

28
Bones / Re: Scale Problem?
« on: September 19, 2017, 11:51:41 am »
Raft, any clue as to how animateSkin could destroy the model's vertices?
no idea actually

29
Bones / Re: SkeletonDebugger Auto-Scale Feature?
« on: September 01, 2017, 04:43:03 pm »
SkeletonDebugger is nothing but a group of JPCT Pyramid primitives. try to debug it to spot where exactly error happens and with what value, might be when creating the Pyramid

30
Bones / Re: Scale Problem?
« on: September 01, 2017, 12:07:11 am »
hard to say anything without knowing how that MaxBonesImporter creates Bone objects.

in any case, doesnt look like a Bones related problem.

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