Rigged JPCT Bone Models

Started by idkm23, January 07, 2016, 09:37:05 PM

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idkm23

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.

raft

it says the model is rigged, so it will be possibly ok with Bones

idkm23

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?

raft

you can use the samples in the desktop version. they can show skeleton, list of all animations and other things too

idkm23



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

idkm23

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

raft

Quote from: idkm23 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


this isnt so important.

I'm not sure what is happening there. ok, jPCT's coordinate system differ from Blender but the skeleton and the model should be oriented the same.

maybe there is some modifier for rotation on one of them in Blender and it's not applied by the exporter?

idkm23

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?

raft

most possibly you can make that rotation permanent. but I dont know how, I'm not a Blender user.

idkm23

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

raft

cool, I'm glad you solved it.

it may help others if you add that information to jPCT wiki too

idkm23

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

raft


raft

which models are you talking about? some models on the wiki? if so, they are most possibly in public domain and can be reused, but better to check with the owner