Search found 231 matches
- Mon Jul 06, 2009 12:11 am
- Forum: Everything 2d/3d Graphics
- Topic: Getting a GLSL from Blender?
- Replies: 11
- Views: 4597
- Sun Jul 05, 2009 3:50 pm
- Forum: Everything 2d/3d Graphics
- Topic: Getting a GLSL from Blender?
- Replies: 11
- Views: 4597
Sorry but I dont have the answer, but a hint to post your question in a blender forum, because its more a blender internal thing. And I dont think that alot of people here knows much about blenders game engine... so try it here: http://blenderartists.org/forum/
- Sat Jul 04, 2009 9:55 am
- Forum: Everything 2d/3d Graphics
- Topic: My projects models.
- Replies: 23
- Views: 4599
- Mon May 18, 2009 3:49 pm
- Forum: Project Announcements
- Topic: Project under construction...
- Replies: 18
- Views: 3181
- Sun May 03, 2009 6:15 pm
- Forum: Code Snippets
- Topic: skeletal human animations [UPDATED]
- Replies: 108
- Views: 64108
@munemune: I dont think it is so hard to understand the equations, just think or watch some videos of a walking/running human and if you have a software which could paint mathematical equations you could draw the functions from the skeleton class to understand how the bones are rotated (and position...
- Fri May 01, 2009 3:11 pm
- Forum: Beginners Help
- Topic: [Half-solved] Joints placed incorrectly
- Replies: 11
- Views: 1219
Hey there, I dont know if my solution is right to your helmet placement problem, just an idea. For me it looks like that the center of your bones object is on pelvis, then maybe irrlicht places your helmet to the head bone position + the offset from pelvis bone to head bone! So try to decimate your ...
- Thu Apr 30, 2009 8:45 am
- Forum: Code Snippets
- Topic: skeletal human animations [UPDATED]
- Replies: 108
- Views: 64108
One question to the users who used or still using my class, is there anyone of you who expanded the class with some more animations ? If so could you post the animation functions please ? I thought about it again and want to change the method of calculating the animations. I want to use splines in t...
- Tue Apr 28, 2009 10:17 pm
- Forum: Code Snippets
- Topic: skeletal human animations [UPDATED]
- Replies: 108
- Views: 64108
- Sun Apr 26, 2009 8:44 pm
- Forum: Code Snippets
- Topic: skeletal human animations [UPDATED]
- Replies: 108
- Views: 64108
Thanks munemune, I didnt planned to created some more movements but a crawl would be really cool. But there are some problems extending the class to animations like holding a gun, aiming and so on... because they are not cycled animations, so I had to expand the class alot. If I will find some time ...
- Sun Apr 19, 2009 2:44 pm
- Forum: Code Snippets
- Topic: Extending B3DMeshFileLoader and ISkinnedMesh
- Replies: 2
- Views: 1585
No with this mod you dont retrieve a scene from a b3d file, thats something you have to code it your self. But with this extension you know which mesh buffer depends to witch node in a b3d file. So if you have a b3d file with some nodes in it for example with one node is a street and other nodes are...
- Tue Mar 31, 2009 12:57 pm
- Forum: Project Announcements
- Topic: Shock [Help Wanted]
- Replies: 5
- Views: 1375
- Sat Mar 28, 2009 4:05 pm
- Forum: Everything 2d/3d Graphics
- Topic: [help]Exporting models with Blender
- Replies: 8
- Views: 2014
- Wed Mar 25, 2009 1:37 pm
- Forum: Everything 2d/3d Graphics
- Topic: [help]Exporting models with Blender
- Replies: 8
- Views: 2014
Unfortunately there isnt any tutorial for giles... you have to learn it by your own!
Here is a thread about opengl terrain splatting:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32320
Here is a thread about opengl terrain splatting:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32320
- Mon Mar 23, 2009 10:52 am
- Forum: Everything 2d/3d Graphics
- Topic: [help]Exporting models with Blender
- Replies: 8
- Views: 2014
Why not ask Gandaldf how it works with the second UV coordinate set ? By the way, gile[s] from frecle is free now and alot more profesional then irredit www.frecle.net. And some weeks ago I created a gile[s] exporter for blender which exports also two uv coordinate sets: http://irrlicht.sourceforge....
- Sun Mar 22, 2009 8:00 pm
- Forum: Everything 2d/3d Graphics
- Topic: [help]Exporting models with Blender
- Replies: 8
- Views: 2014
Maybe the gandalf exporter is not capable of exporting more than one texture coordinate set ? Ask there if it is possible, if not you have the possibility to modify the python export script from gandalf to your needs. and i don' understand how i can load models in irrlicht with more textures than on...