OgreMax Merging Meshes -> export -> failed to convert to .bones

Started by kiffa, July 25, 2012, 04:37:27 AM

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kiffa

OgreMax + Maya2012

I want to merge all objects in one mesh.xml, OgreMax-doc say :
  Export the scene as a mesh file - When selecting the .mesh extension during an export all meshes in the scene will be merged into a single mesh centered around the world origin.

But when i converted the mesh.xml to .bones, error happened:

  Warning: Invalid triangle mode specified, assuming indexed triangles

  // many same waring...

Exception in thread "main" java.lang.NullPointerException
        at com.jmex.model.ogrexml.anim.OgreMesh.saveCurrentToBindPose(OgreMesh.
ava:174)
        at com.jmex.model.ogrexml.anim.MeshAnimationController.<init>(MeshAnima
ionController.java:124)
        at com.jmex.model.ogrexml.OgreLoader.loadMesh(OgreLoader.java:752)
        at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:241)
        at com.jmex.model.ogrexml.OgreLoader.loadModel(OgreLoader.java:193)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
10)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
8)
        at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

raft


kiffa


raft

it should be fixed now. please re-download the zip. NPE was caused by a bug in jME code.

kiffa

Good job! Thanks!

But where should i download the latest version?

I tried this: http://aptalkarga.com/bones/#download

But i compared the latest(downloaded) version with the old one, they are just the same. And there is no methond: AnimatedGroup.setVisibility(..) in the latest version.

Another question:

I watched the bones-update-history: many error was caused by jme-2.1.  I don't know if can use jme-3.0 to instead of jme-2.1.

And i want to use Ogre-XML(converted to some compacted binary format like .bones)  as my only model-format(both static and animated). But the convert-bones-script doesn't  work when there is no animation-info in ogre-xml.  Can you add some classes or methods to support this? And can you support Morph-animation and .scene-loading?




raft

Quote
Good job! Thanks!

But where should i download the latest version?

I tried this: http://aptalkarga.com/bones/#download

But i compared the latest(downloaded) version with the old one, they are just the same. And there is no methond: AnimatedGroup.setVisibility(..) in the latest version.
:o I've just downloaded the zip and setVisibility method is there..??


Quote
I watched the bones-update-history: many error was caused by jme-2.1.  I don't know if can use jme-3.0 to instead of jme-2.1.
I once thought of this but then found unnecessary at least for now. The thing is, it works as it is, and since there is a compact .bones format nobody actullay need to keep an old library in his classpath. Maybe someday, who knows ;)

Quote
And i want to use Ogre-XML(converted to some compacted binary format like .bones)  as my only model-format(both static and animated). But the convert-bones-script doesn't  work when there is no animation-info in ogre-xml.  Can you add some classes or methods to support this? And can you support Morph-animation and .scene-loading?
for no-animation scene files the answer is no. Bones is an animation library, not a scene loader, and I want it to stay that way. Once I add simple object loading support, then people will use it as a scene loader and will ask for more..

The good news is Bones is an open source library. You can add that if you really need. For compact sized non-animated objects, you can also use jPCT's serialization method, which I would possibly prefer if I was in your case.

Morph-animation, maybe someday, no promises ;) but do you really need that? If I remember correctly, I prepared animation blending demo as morph animation in 3dsMax and then exported as pose animation. Skeletal + Pose animation and blending them is a powerful combination which I suppose covers almost all kind of animation.

AGP

Now I'm confused because I thought that pose animation and morph animation were the same thing. What are their differences?

raft

they are vey similar, both holds positions of vertices. but one holds absolute positions and the other one holds relative positions.

http://www.ogre3d.org/docs/manual/manual_78.html