Author Topic: Skeletal API  (Read 29855 times)

Offline AGP

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Re: Skeletal API
« Reply #30 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)?

Offline cyberkilla

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Re: Skeletal API
« Reply #31 on: August 18, 2008, 08:42:08 pm »
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)?

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.
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

Offline AGP

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Re: Skeletal API
« Reply #32 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.

Offline fireside

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Re: Skeletal API
« Reply #33 on: August 18, 2008, 11:46:52 pm »
I agree.  Better docs and a working biped example would be really nice.  Skeletal animation saves a lot on file size and is a great add on for jpct.  I don't need it on my current project, but I've got ideas that it would really be handy to use it.
click here->Fireside 7 Games<-

Offline AGP

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Re: Skeletal API
« Reply #34 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.
« Last Edit: August 19, 2008, 07:17:38 am by AGP »

Offline cyberkilla

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Re: Skeletal API
« Reply #35 on: August 19, 2008, 09:41:46 pm »
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.

That is strange, perhaps I should ask him for an example model to test it.
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Offline AGP

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Re: Skeletal API
« Reply #36 on: August 19, 2008, 10:45:56 pm »
Mizuki's a she. I'll send the models to you if you want me to. By the way, to be clear, it's not that the call to setCurrentAnimation(int) doesn't work. It's that the model doesn't move in any but the very last animation.

Offline cyberkilla

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Re: Skeletal API
« Reply #37 on: August 20, 2008, 04:20:27 pm »
Mizuki's a she. I'll send the models to you if you want me to. By the way, to be clear, it's not that the call to setCurrentAnimation(int) doesn't work. It's that the model doesn't move in any but the very last animation.

Sorry, I didn't know:)

I really feel like I'm letting you all down by not sorting out these problems immediately.


The thing is, I'm in the middle of my driving lessons, working, and planning a holiday. I also haven't been actively developing it for a few few months now and I'm not well acquainted with it. I do need to finish it at some point, because I need it for my own projects.
At the minute, however, it's hours of work that I don't have the time to do ???
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Offline AGP

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Re: Skeletal API
« Reply #38 on: August 20, 2008, 08:14:33 pm »
I understand having a life, pal. I appreciate your willingness to solve it at all. But the sooner the better! :-)

Offline Mizuki Takase

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Re: Skeletal API
« Reply #39 on: August 21, 2008, 11:40:17 pm »
Good luck Cyberkilla on your driving test~!