Search found 34 matches

by gheft
Thu Mar 27, 2008 7:55 am
Forum: Code Snippets
Topic: ghefts proto-format hyper extensible mesh entaglement device
Replies: 18
Views: 5964

Zeuss: never tried exporting seperate meshes, but your right I probably could have gotten .x to work by now. I just wanted to have a format that was more flexible and simple ok I finally got the right values out of max after reading the docs for ever. so here is the new exporter script which now sav...
by gheft
Thu Mar 27, 2008 1:28 am
Forum: Bug reports
Topic: Beware! Hilarious BUG!
Replies: 20
Views: 1916

oh snap
by gheft
Wed Mar 26, 2008 6:49 am
Forum: Code Snippets
Topic: ghefts proto-format hyper extensible mesh entaglement device
Replies: 18
Views: 5964

unfortunately I have had issues with kwxport, was a while ago with older version, but I'd like to stay away from .x anyway. I fixed the animation problems with a change to CSkinnedMesh void CSkinnedMesh::buildAll_LocalAnimatedMatrices() { for (u32 i=0; i<AllJoints.size(); ++i) { SJoint *joint = AllJ...
by gheft
Wed Mar 26, 2008 12:56 am
Forum: Code Snippets
Topic: ghefts proto-format hyper extensible mesh entaglement device
Replies: 18
Views: 5964

yes there is a loader, which works for meshes, bones and skinweights. I just want to get animations working before I release it.
by gheft
Tue Mar 25, 2008 10:05 am
Forum: Code Snippets
Topic: ghefts proto-format hyper extensible mesh entaglement device
Replies: 18
Views: 5964

Haven't had much time to work on it this weekend and spent a while debugging some totally irrelevant code. well it looks like the svn update didn't actually change anything, still having the same problems with joint positions. I'm looking through CSkinnedMesh to try to fix this but not really gettin...
by gheft
Fri Mar 21, 2008 11:54 am
Forum: Code Snippets
Topic: ghefts proto-format hyper extensible mesh entaglement device
Replies: 18
Views: 5964

at the moment only rotation keys are saved but of course this could be easily changed, maybe something like this <animation name="animation"> <joint name="joint name"> <rotation numkeys="1"> time w x y z </rotation> <translation numkeys="1"> time x y z </trans...
by gheft
Fri Mar 21, 2008 8:16 am
Forum: Code Snippets
Topic: ghefts proto-format hyper extensible mesh entaglement device
Replies: 18
Views: 5964

ghefts proto-format hyper extensible mesh entaglement device

This is just something I came up with after getting pissed off at irrlichts mesh loading abilities trying to work on my project, and a way to learn directly(and try to make clearer) how irrlicht loads mesh data. by no means a finished product and maybe not worth using for most people, but here it is...
by gheft
Sun Mar 16, 2008 6:50 pm
Forum: Advanced Help
Topic: IAttributes and UTF8
Replies: 0
Views: 337

IAttributes and UTF8

Im making a really simple format for Irrlicht with support for skinned meshes and animations and I decided to also have materials and to simply use irrlichts method for reading materials... SMaterial material; IAttributes* attributes = FileSystem->createEmptyAttributes(driver); attributes->read(xml,...
by gheft
Mon Mar 10, 2008 7:06 am
Forum: Game Programming
Topic: Ageia PhysX problem
Replies: 9
Views: 3555

when you call setGlobalPose() it only tells the simulation where to move the actor, it doesn't actually change the matrix. you won't get the matrix back until after you've called simulate and GetPhysicsResults()(maybe). you might get weird results if you change the pose of a dynamic actor so you mig...
by gheft
Tue Mar 04, 2008 7:29 am
Forum: Advanced Help
Topic: Ageia PhysX - Character Controller Integration (Need Help)
Replies: 3
Views: 668

I'm not using character controllers in my project but I am using PhysX so I'm not entirely sure if this would work, but the documentation says there is a getActor() method for the controller class so it should be as easy as passing the controllers actor to CPhysXAnimatedMeshSceneNode
by gheft
Wed Feb 06, 2008 12:32 am
Forum: Open Discussion and Dev Announcements
Topic: B3d format and animation
Replies: 44
Views: 10263

getB3DJointNode is now just getJointNode

this might also be helpful http://www.irrlicht3d.org/wiki/index.ph ... tionSystem
by gheft
Wed Aug 29, 2007 6:49 am
Forum: Open Discussion and Dev Announcements
Topic: New Animation System for Irrlicht
Replies: 220
Views: 38201

hi luke, I've been testing this out with the dwarf.x model trying to make a ragdoll and I just can't move the joints at all. I've tried setPosition, setAbsoluteTransformation, setRotation, nothing works, is there something else I need to do? I got getPosition working but for some reason it only retu...
by gheft
Mon Aug 06, 2007 7:41 pm
Forum: Open Discussion and Dev Announcements
Topic: New Animation System for Irrlicht
Replies: 220
Views: 38201

Luke: http://www.sendspace.com/file/62ozwf actually I just tried loading this again and the debug skeleton does appear, except the joint sticking straight up is still there, and I can't get any usable joint positions. For moving joints, I can't move them with setPosition. Has this been implemented y...
by gheft
Mon Aug 06, 2007 11:22 am
Forum: Open Discussion and Dev Announcements
Topic: New Animation System for Irrlicht
Replies: 220
Views: 38201

this is what view hierarchy shows me in the directx mesh viewer, this must be what you are talking about when you say there is no nesting. This is what happens when I export from Panda with "Top Frame Only" http://img131.imageshack.us/img131/6637/h1wa6.th.jpg exporting with "Sub Frame...
by gheft
Sun Aug 05, 2007 11:13 am
Forum: Open Discussion and Dev Announcements
Topic: New Animation System for Irrlicht
Replies: 220
Views: 38201

really the only code I'm using is addAnimationSceneNode and setting the debug flag for the skeleton so I can't see how there could be a problem there.
anyway heres a link to the mesh
http://www.sendspace.com/file/8gx2dz