Search found 34 matches
- 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...
- Thu Mar 27, 2008 1:28 am
- Forum: Bug reports
- Topic: Beware! Hilarious BUG!
- Replies: 20
- Views: 1916
- 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...
- Wed Mar 26, 2008 12:56 am
- Forum: Code Snippets
- Topic: ghefts proto-format hyper extensible mesh entaglement device
- Replies: 18
- Views: 5964
- 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...
- Fri Mar 21, 2008 11:54 am
- Forum: Code Snippets
- Topic: ghefts proto-format hyper extensible mesh entaglement device
- Replies: 18
- Views: 5964
- 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...
- 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,...
- 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...
- Tue Mar 04, 2008 7:29 am
- Forum: Advanced Help
- Topic: Ageia PhysX - Character Controller Integration (Need Help)
- Replies: 3
- Views: 668
- 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
this might also be helpful http://www.irrlicht3d.org/wiki/index.ph ... tionSystem
- 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...
- 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...
- Mon Aug 06, 2007 11:22 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Animation System for Irrlicht
- Replies: 220
- Views: 38201
- 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
anyway heres a link to the mesh
http://www.sendspace.com/file/8gx2dz