Search found 57 matches
- Thu Oct 11, 2012 1:18 am
- Forum: Beginners Help
- Topic: Rendering static text to a cube,
- Replies: 2
- Views: 314
Re: Rendering static text to a cube,
Yeah, its pretty straight forward, works like a charm thanks!
- Wed Oct 03, 2012 3:06 pm
- Forum: Beginners Help
- Topic: Rendering static text to a cube,
- Replies: 2
- Views: 314
Rendering static text to a cube,
Am reading the Render to Texture tutorial but a doubt about how to use it to render 2D elements on a mesh arouse. Would it be even possible to do that? I remember when learning some the old OpenGL instructions there was an overlay feature to print bit patterns over a mesh. The effect am looking is s...
- Tue Sep 25, 2012 1:31 pm
- Forum: Bug reports
- Topic: Artifact when using anim blending
- Replies: 11
- Views: 1787
Re: Artifact when using anim blending
Idle loop [0, 24]
Forward loop [25, 47]
Backward loop [48, 71]
The model AnimatedSean
This is the course site in case you're curious IrrlichtCourse
Forward loop [25, 47]
Backward loop [48, 71]
The model AnimatedSean
This is the course site in case you're curious IrrlichtCourse
- Tue Sep 25, 2012 12:37 am
- Forum: Bug reports
- Topic: Artifact when using anim blending
- Replies: 11
- Views: 1787
Re: Artifact when using anim blending
Code: Select all
pAnimNode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
If you like I can provide you the mesh, am already offering a training course and have a site where I share resources to students. Just let me know if you think it can help.
- Mon Sep 24, 2012 12:38 am
- Forum: Bug reports
- Topic: Artifact when using anim blending
- Replies: 11
- Views: 1787
Re: Artifact when using anim blending
@Mel i recompiled the trunk an i got same results.
@mongoose7 sure, am gonna investigate this a bit more before creating a ticket.
@mongoose7 sure, am gonna investigate this a bit more before creating a ticket.
- Sat Sep 22, 2012 2:25 pm
- Forum: Bug reports
- Topic: Artifact when using anim blending
- Replies: 11
- Views: 1787
Re: Artifact when using anim blending
@Mel as I stated, yes the animation goes will without EJOUR_CONTROL. @mongoose7 yes i tried that too, the bone is also disappearing, run time it looks a flickering; the bone come and goes, overall it looks it isn't there. About Max, am not sure how to do that, am not artist but i can google it and t...
- Fri Sep 21, 2012 8:54 pm
- Forum: Bug reports
- Topic: Artifact when using anim blending
- Replies: 11
- Views: 1787
Artifact when using anim blending
Irrlicht Engine version 1.7.3 Microsoft Windows 7 Ultimate Edition Service Pack 1 (Build 7601) Using renderer: Direct3D 9.0 ATI Radeon HD 5700 Series aticfx64.dll 8.17.10.1140 I don't get any warning when loading the skinned mesh, it was exported with Panda Direct X exporter (3DMax2010). Is this art...
- Fri Sep 21, 2012 12:21 am
- Forum: Beginners Help
- Topic: Animation and char position
- Replies: 6
- Views: 538
Re: Animation and char position
Maybe this problem should be posted on a new thread???
- Thu Sep 20, 2012 9:01 pm
- Forum: Beginners Help
- Topic: Animation and char position
- Replies: 6
- Views: 538
Re: Animation and char position
If you want more you will have to roll up your sleeves and get on with it. Ok I got it working at least one direction ;) BTW, does anyone know why do I get an strange artifact when specifying the update mode for the joints? pAnimatedNode->setJointMode(scene::EJUOR_CONTROL); Even by only activat...
- Tue Sep 18, 2012 9:05 pm
- Forum: Beginners Help
- Topic: Animation and char position
- Replies: 6
- Views: 538
Re: Animation and char position
Good! I corrected the animations, I've got a smoother movement but, what does the engine used to interpolate a change of node position? Setting a very low speed value helps to avoid jumps between old and new position core::vector3df vVel(core::vector3df(0.0f, 0.0f, -0.0001f)); pAnimNode->setPositi...
- Tue Sep 18, 2012 4:23 pm
- Forum: Beginners Help
- Topic: Animation and char position
- Replies: 6
- Views: 538
Re: Animation and char position
So, this is an asset problem.
What I infer from your statement is to start Forward animation at point B, where it will end?
It's a pitty because I need the animator to help me changing its animation set to create every action "on the spot", hmmm.... am gonna ask him that, thank you!
What I infer from your statement is to start Forward animation at point B, where it will end?
It's a pitty because I need the animator to help me changing its animation set to create every action "on the spot", hmmm.... am gonna ask him that, thank you!
- Tue Sep 18, 2012 3:31 am
- Forum: Beginners Help
- Topic: Animation and char position
- Replies: 6
- Views: 538
Animation and char position
Hello, i got running the blending animations for my char, thank to the engine it looks awesome! By now only moves forward but am planning to implement all directions. Am using the OnAnimationEnd callback to return to the Idle position, but since my char is moving forward I want it to really change i...
- Thu Aug 30, 2012 2:08 am
- Forum: Beginners Help
- Topic: Changing animations run time(.X format)
- Replies: 1
- Views: 235
Changing animations run time(.X format)
Hello, could someone point me to the right direction on how to achieve a change in the animation during run time. Am using the Panda exporter for 3DMax, I have no problems with my animated file, it is working. I want to create a simple animated character which already idles but now I want it to be c...
- Fri Aug 17, 2012 3:13 am
- Forum: Beginners Help
- Topic: Best way to add scene nodes when using geometry primitives?
- Replies: 1
- Views: 339
Best way to add scene nodes when using geometry primitives?
I created a new geometry primitive CConeSceneNode, based on the CCubeSceneNode. I used the code from CGeometryCreator::createCubeMesh(...) to generate the mesh buffer, vertices and indices, basically it uses: SMeshBuffer* buffer = new SMeshBuffer(); Vertices = new video::S3DVertex[TotalVertices]...
- Mon Aug 06, 2012 9:06 pm
- Forum: Beginners Help
- Topic: Makefile ready to use with NMake?
- Replies: 1
- Views: 228
Makefile ready to use with NMake?
I would like to know if the Makefile provided for the 1.7.3 versions supports the Windows NMake. Is there a wiki, tutorial or reference on how to do this?
I know VStudio would be the best but I would like to know this alternative path.
Thanks in advance.
I know VStudio would be the best but I would like to know this alternative path.
Thanks in advance.