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Messages - kkl

#1
QuoteI think that the way we're expected to import models into bones is extremely "hacky."
Agree with u, AGP. I notice even from blender2orge to bones, all the processes are written by different entity, which output different results.

Quoteand why do you need morph animation with Bones?
Hi raft, i checked blender2orge and they always export mesh xml with xml tag "animation" with value "mesh", in which the jme library will return -1 for jointIndex. I tried hacking the blender2orge exporter plugin by changing xml tag from "mesh" to "submesh" and somehow it works in Bones now.

Quoteexport to a jPCT supported format (like MD2) and use that
I thought of that too, but the latest Blender seems to not supporting md2 export anymore and I can't find any other similar plugin for it.
#2
Hi,

I'm using Blender2Ogre to export ogre mesh. It seems like the exporter uses morph animation instead of pose animation (morph animation is similar to pose animation as described by ogre http://www.ogre3d.org/docs/manual/manual_78.html).

It prompts error when attempt to convert mesh.xml to bones

        Exception in thread "main" java.lang.IllegalArgumentException: jointIndex: -1
        at raft.jpct.bones.MeshChannel.<init>(MeshChannel.java:39)
        at raft.jpct.bones.MeshChannel.<init>(MeshChannel.java:25)
        at raft.jpct.bones.BonesImporter.convertJMEMeshChannel(BonesImporter.java:609)
        at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:259)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:112)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:88)
        at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:169)


I backtracked the code and notice jme library in Bones does not support morph animation. Do we have a newer jme library which support for that? If we use latest version, does it break anything?
#3
Support / Re: NPOTTexture limitation?
March 08, 2016, 01:31:48 PM
Open source game~ cool. I'll check it out when i got the time. Thanks alot egon
#4
Support / Re: NPOTTexture limitation?
March 08, 2016, 11:20:54 AM
Not sure where I saw it in the forum. Just wanna confirm with you if blitting is the correct flow to create depth of field effect by combining depth map (manual color map) and the main scene.
#5
Support / Re: NPOTTexture limitation?
March 07, 2016, 04:14:26 PM
Seems like I misunderstood the doc. Yup ok I'll manually render a color map the depth map and start combining main render with generated color map. By the way, you mentioned if we need to combine 2 textures, we should use blitting from framebuffer class. How is the performance for the blitting? Is it GPU accelerated or just CPU? Do you have any example to apply color map to main render display? I tried finding through the forum but i can find some guidance in verbal form only. Are you planning to put an example in wiki?
#6
Support / NPOTTexture limitation?
March 05, 2016, 05:51:15 PM
Hi Egon,

I would like to make a depth of field effect by using post proccessing. It requires rendering the object z buffer in 1st render pass, then combine with main scene with a custom dof shader set to the framebuffer for post processing. To render the z buffer, we need to render the scene on a texture match with the screen width and height. I'm thinking of using NPOTTexture, but you mentioned in doc saying NPOTTexture is preferred to be in power of 2 as it's not supported in some devices. How should we do in this case? I worry if we create a power of 2 NPOTTexture and it does not match to screen width and height, we might have some texture size ratio problem. Please advise, thanks.
#7
Projects / Re: [3D Live Wallpaper] Betta Fish 3D
December 09, 2015, 01:00:02 AM
Lol sure.. Thanks for supporting egon
#8
Projects / [3D Live Wallpaper] Betta Fish 3D
December 07, 2015, 04:36:10 PM
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#9
Support / Texture virtualize delete
November 07, 2015, 03:58:44 PM
Hi egon,

Is it possible if you could add delete feature for texture that is virtualized to memory card? Or add delete when textureManager.unload() is called.

Reasons to have this:
1. In live wallpaper, there are occasions where only required textures are loaded, based on user settings in preference.  To avoid loading all textures during app startup (which can be slow),  only one required texture is loaded.
2. Virtualizer.cleanUp() can't be used as it will clean all other textures which are still in use. It also cleans up the shared texture from other Wallpaper instance too.
3. To save storage. Live Wallpaper context is always persistent and never close unless user select other live wallpaper. When new texture is virtualized, it seems like jpct will save another texture in memory card, even if the same texture id but different object is saved before, CMIIW.
#10
Thanks alot raft. Really appreciate ur help. Look forward to supporting pose animation for merging group.
#11
hi raft,

It's working great now! The bones weight should be correct for 2 objects respectively, right? I'll further check on that.

Thanks alot for your help fixing it. It's really helpful :)
#12
Wow, that's alot useful. I realized there's another method where converting mesh.xml to .mesh using OgreXmlConverter, then view in OrgeMax Viewer. But I'd prefer your way since it's faster :p
#13
Ok sure. Sent.

Btw, is there any viewer we can use to view the mesh xml so I can verify if it's correct? I tried using OgreMax Viewer and it seems it supports only .mesh file and cant import xml file.
#14
hi raft, yes they are working when converted to bones individually.
#15
hi raft, i tried with jar u gave me and it actually able to merge 2 objects into 1, but when animating it, only 1 object is working. The other remains still. Am i missing something?