Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Carlos Mateo

#1
Not I'm not calling setBillBoarding...
#2
Yes I have another one, but that is OK, remains in the same position and orientation
#3
Hello,

I have a model loaded from blender exported to bones. The problem is that when I rotate the camera around the scene in JPCT, the model seems to be rotated as well and I don`t know why it happens. Any idea??
#4
Bones / Re: Bones joint rotate but mesh doesn`t update
February 04, 2016, 09:58:33 PM
Ohh...what's a pity...Isn,'t there any way to implement it?
#5
Bones / Re: Bones joint rotate but mesh doesn`t update
February 04, 2016, 08:49:51 PM
A silly thing....I took the Android Sample and cloned my main object and add the clone to the world, not the main one...for that reason it doesn,t update :S jaja.

My last question:

With the bones library if I add inverse kinematic to some joint as I did in blender, the rest of joints connected to it also move together...or the inverse Kinematics it isn't exported to bones??

Thanks
#6
Bones / Re: Bones joint rotate but mesh doesn`t update
February 04, 2016, 01:59:16 PM
Yes I tried it and I found the error. It works now. Thank you very much
#7
Bones / Re: Bones joint rotate but mesh doesn`t update
February 03, 2016, 09:20:44 PM
Yes It has the same structure than ninja.mesh.xml, I'm trying a new simpler model that is a cylinder only with 3 bones and it happens the same...the meshes doesn't update the location, only the bones.....I don,t know what to do...
#8
Bones / Re: Bones joint rotate but mesh doesn`t update
February 03, 2016, 07:48:20 PM
Yes but it happens the same...I Blender in Pose Mode if I move some bone, the meshes associated move as well, but when I export it to JPCT only the bones are moved, not the meshes..... Maybe is there some step I forgot when I exported it in Blender??

I attach the model structure in Blender if I'm doing something wrong and I'm not noticed

#9
Bones / Re: Bones joint rotate but mesh doesn`t update
February 02, 2016, 11:58:49 PM
Ok thanks....well finally I have created a reduced version of my model with 15 joints....the problem is still the same....I can see the movement of the skeleton within the skeletonDebugger but the meshes dont update... the code is the following::

        SkeletonHelper skeletonHelper=new SkeletonHelper(human);
        Joint j=skeletonHelper.getJoint("Bone.003");;
        totalRad= (float) (totalRad+rad);
        targetJoint(skeletonHelper.pose, j.getIndex(), new SimpleVector(1, 0, 0), new SimpleVector(0, 0, totalRad), totalRad);
        skeletonHelper.pose.updateTransforms();
        skeletonDebugger.update(skeletonHelper.pose);
        human.applySkeletonPose();
        human.applyAnimation();


Being targetJoint the method is took from one of the sample's bones:


private void targetJoint(SkeletonPose pose, int jointIndex, SimpleVector bindPoseDirection,
                             SimpleVector targetPos, final float targetStrength) {

        final int parentIndex = pose.getSkeleton().getJoint(jointIndex).getParentIndex();

        // neckBindGlobalTransform is the neck bone -> model space transform. essentially, it is the world transform of
        // the neck bone in bind pose.
        final Matrix jointInverseBindPose = pose.getSkeleton().getJoint(jointIndex).getInverseBindPose();
        final Matrix jointBindPose = jointInverseBindPose.invert();

        // Get a vector representing forward direction in neck space, use inverse to take from world -> neck space.
        SimpleVector forwardDirection = new SimpleVector(bindPoseDirection);
        forwardDirection.rotate(jointInverseBindPose);

        // Get a vector representing a direction to target point in neck space.
        SimpleVector targetDirection = targetPos.calcSub(pose.getGlobal(jointIndex).getTranslation()).normalize();
        targetDirection.rotate(jointInverseBindPose);

        // Calculate a rotation to go from one direction to the other and set that rotation on a blank transform.
        Quaternion quat = new Quaternion();
        quat.fromVectorToVector(forwardDirection, targetDirection);
        quat.slerp(Quaternion.IDENTITY, quat, targetStrength);

        final Matrix subGlobal = quat.getRotationMatrix();

        // now remove the global/world transform of the neck's parent bone, leaving us with just the local transform of
        // neck + rotation.
        subGlobal.matMul(jointBindPose);
        subGlobal.matMul(pose.getSkeleton().getJoint(parentIndex).getInverseBindPose());

        // set that as the neck's transform
        pose.getLocal(jointIndex).setTo(subGlobal);
    }


What am I doing wrong? :S
#10
Bones / Re: Bones joint rotate but mesh doesn`t update
February 01, 2016, 03:02:06 PM
Ok, the problem is that Im using the program MakeHuman to export the model, and it has all these joints. Is the any possibility to increment the maximun number of joint in the jME loader?
#11
Bones / Re: Bones joint rotate but mesh doesn`t update
January 28, 2016, 09:51:17 PM
I'm using the previous version and yes, it has 265 joints. Is it the problem? How can I solve it?
#12
Bones / Re: Bones joint rotate but mesh doesn`t update
January 27, 2016, 05:17:46 PM
Thanks I have use it, put I have a problem because when I use applySkeletonPose(), the app stops with the following error:

java.lang.ArrayIndexOutOfBoundsException: length=265; index=-1
                                                                            at raft.jpct.bones.Animated3D.applySkeletonPose(Animated3D.java:511)
                                                                            at raft.jpct.bones.AnimatedGroup.applySkeletonPose(AnimatedGroup.java:191)

Why does it appear??

Thanks
#13
Bones / Bones joint rotate but mesh doesn`t update
January 27, 2016, 04:54:11 PM
Hello

I'm working with Bones and I'm using a model with bones I exported from Blender. When I use it in Bones I can see I rotate the bones within the skeletonDebugger. My problem is that the mesh doesn,t update its position.

Thanks in advance
#14
Bones / Re: My Skeleton Helper
January 22, 2016, 01:39:38 PM
Hello , first of all thank you for your SkeletonHelper.

My question is, how can I use it for rotating a bone and its respective mesh manually. How can I access to that joint and rotate it.

Thanks in advance
#15
Thank you, I got it...my problem now is that I want to rotate a bone programmatically with its respective mesh. I have access to the skeleton of the animatedGroup3D and then to the respective joint, but it doesn't have an option to rotate it. How can I get it??

Thanks in advance