Search found 43 matches

by zeroZshadow
Tue Nov 16, 2010 11:09 pm
Forum: Bug reports
Topic: Animated OGRE Mesh one poly doesn't animate propperly
Replies: 13
Views: 2923

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by zeroZshadow
Mon Nov 15, 2010 9:15 am
Forum: Bug reports
Topic: Animated OGRE Mesh one poly doesn't animate propperly
Replies: 13
Views: 2923

Offcourse where do you want me to send the mesh too ?
by zeroZshadow
Tue Nov 02, 2010 2:01 pm
Forum: Bug reports
Topic: Animated OGRE Mesh one poly doesn't animate propperly
Replies: 13
Views: 2923

we have maya 2010
does cvexporter also support bone animations ? any restrictions you know from that exporter ?
by zeroZshadow
Tue Nov 02, 2010 1:07 pm
Forum: Bug reports
Topic: Animated OGRE Mesh one poly doesn't animate propperly
Replies: 13
Views: 2923

There is no propper X Exporter for Maya that supports bone animation
by zeroZshadow
Tue Nov 02, 2010 11:43 am
Forum: Bug reports
Topic: Animated OGRE Mesh one poly doesn't animate propperly
Replies: 13
Views: 2923

I'm not sure about the amount of support
But seeing as we use maya, .mesh was our ONLY free option of exporting models for use with irrlicht.

Unanimated works fine offcourse.
But when animating a part stays on its start position.
by zeroZshadow
Tue Nov 02, 2010 11:29 am
Forum: Bug reports
Topic: Animated OGRE Mesh one poly doesn't animate propperly
Replies: 13
Views: 2923

Animated OGRE Mesh one poly doesn't animate propperly

When loading an bone animated mesh that was exported using OgreMax from maya. One of the polygons doesn't animate with the rest of the mesh. http://img225.imageshack.us/img225/1014/1288697210296.png As shown here. This happens with ALL our meshes. And doesn;t only happen when an animation is played....
by zeroZshadow
Mon Sep 27, 2010 7:18 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169973

So will this be fixed, or do i have to fix this myself and recompile ?
Recompiling is a problem because i'm using VS2009 and have no project for irrBullet to use (and no idea how i'd recompile it)
by zeroZshadow
Sun Sep 26, 2010 7:53 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 169973

It seems that getCollisionObjectByName is returned wrong results. Also Collision objects don;t seem to clone their name from the parent SceneNode, though not a big problem, its annoying Last but not least, when i set a CollisionObject name (for example "Player) When printing it again, it only r...
by zeroZshadow
Tue Feb 03, 2009 10:32 pm
Forum: Code Snippets
Topic: Anaglyphic 3D
Replies: 15
Views: 12961

i kindly suggest you make a version that does not include begin and end scene.

else the gui is screwed :P
maby chop it in 3 functions ? prerender, render, postrender ?
by zeroZshadow
Thu Jan 22, 2009 7:58 pm
Forum: Advanced Help
Topic: B3D Animation Problem
Replies: 7
Views: 943

just thinking out loud.
did you set the bonemode right ?
by zeroZshadow
Thu Jan 15, 2009 11:45 am
Forum: Code Snippets
Topic: Stereo Camera
Replies: 21
Views: 9697

why not make an anaglyph camera class ?? that would be awsome >_>
by zeroZshadow
Mon Dec 22, 2008 6:45 pm
Forum: Advanced Help
Topic: JointMode / TransitionTime Question.
Replies: 15
Views: 1241

no, he means you need to enable it 1 time, and no more
run animate joints every frame tho
by zeroZshadow
Fri Dec 12, 2008 10:06 am
Forum: Beginners Help
Topic: Movement and gravity Problem
Replies: 8
Views: 692

the first one is wrong anyways, so i'd keep the second one

(you don't do code in begin/endscene)
by zeroZshadow
Thu Dec 11, 2008 11:32 pm
Forum: Beginners Help
Topic: Movement and gravity Problem
Replies: 8
Views: 692

in what order does your main loop work ??

draw
handle stuff

or

handle stuff
draw ??

i had this problem with the first type
fixed it by switching to the second type
by zeroZshadow
Wed Dec 10, 2008 1:03 pm
Forum: Advanced Help
Topic: About DirectX models.
Replies: 16
Views: 1815

multiple UV channels are supported for b3d, tested it with lightmaps :)