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Messages - panthenol

#1
News / Re: Version 1.22 has been released!
June 01, 2011, 11:28:44 AM
Just about the camera , it's very easy ,
you can parent a bone with two joints to the camera , bake the camera animation on top of it  and export it with ogreMax
then , you can use the bone to orient the camera , ( the first joint for the position , and the second for the orientation ( using lookat)  )
the small issue would be lenses and safe action zone , but it's not a huge problem

personally , since i do all the levels in maya ( or max , or softimage , or blender  ;D) i would not need unity at all
I export everything in obj ( or 3ds) , and I have the  exact same scene in jpct by reading object names in the *.obj
#2
Support / Re: load3ds example
May 22, 2011, 02:09:36 PM
Perhaps the issue comes from the model ?
what is the polycount ? does it contains more than 4 sided faces , or things like that ?

if you need to load a single object from your 3ds file , maybe a loop is not that usefull ,
as it was already said in an earlier post , have you tried Object3D.mergeAll ?

Object3D o = Object3D.mergeAll(loadModel("res/" + thingName + ".3ds", thingScale); );
#3
Bones / Re: Bones and Softimage
May 22, 2011, 02:02:53 PM
Yes actually , i gotta check this also  :D  
I will try this as soon as i have a little bit more time , thanks for the link !
#4
Bones / Bones and Softimage
May 21, 2011, 04:55:18 PM
Exporting from a 3D package to Bones  works really fine using 3Dsmax and Ogre max , and Maya , using DAE_FBX ,
but , as i really like to work with Softimage , i was wondering if anybody have succesfully exported characters using Mod tool and Softimage for instance
if yes , what exporters are you using , how are the rigs , etc...


#5
usefull piece of info here also !  thanks guys for sharing this  :D
#6
QuoteI had some problems converting from a collada file, however. The first animated frame in a loop does not display corretly
possibly an issue with exporter.

I got no such problem in Maya , but OgreMax is quite a time savior anyway ^^
#7
Projects / Re: HTC Live Wallpaper 3D
May 04, 2011, 04:14:25 PM
Quite nice !  oh ,  you reminded me i gotta do some garden duties as well  ;D

#8
ah , with .mergeAnimations(..) , it's working perfectly , thanks a lot  ;D
#9
Ok , i did'nt thad the the latest Bones version , so i updated and continuing to test  :)

Don't know if it's of any help for anybody , but i found out that maybe some export problems
are coming not from the exporters , but from the character rigs.

On creativecrash.com ,  i found a lot of skeletons with controls inside the bone hierarchy ,
This could be an issue when exporting animation , because the controllers would potentially not be recognised
as bones by  the exporter , while being inside a bone hierarchy , and it would result in breaking bone hierarchy at export.

In ogreMax Xsi , i had several exported controllers set at origin ...

So I think it's a good idea to have the controllers outside the skeleton , controlling it using constraints.
Before export , you can use any utility to bake constraints into animation curves on the bones
( select the bones hierarchy , and go in edit/keys/bake simulation in maya , or plot animation in softimage )
and then , remove everything , but the bones and the meshes before export
#10
Hello again ! , so , i don't think i did it right , but :


skinnedGroup  = loadDAE(filename);
skinnedGroup1 = loadDAE(filename);
skinnedGroup.getPoseClipSequence().addClip(skinnedGroup1.getPoseClipSequence().getClip(0));
skinnedGroup.getskinClipSequence().addClip(skinnedGroup1.getSkinClipSequence().getClip(0));



gives :

Exeption in thread "main" java.lang.NUllPointerExeption
#11
i'm wondering if somebody knows how to implement several animation clips into a single *.dae file , using 3dsmax , or maya
because it could be very tedious to import and serialize each and every animation using a file loader  :-\

#12
Projects / Re: Projects anyone?
April 09, 2011, 04:13:29 PM
i'm working on an adventure game , game assets are 50% complete , and coding should start asap  :D