Search found 94 matches

by eye776
Wed Sep 15, 2010 8:04 am
Forum: Beginners Help
Topic: ISkinnedMesh joint control
Replies: 6
Views: 472

Well since you're basically treating the node like a ragdoll, you call setRenderFromIdentity(true) for the scene node. You'll also need to call setJointMode(EJUOR_CONTROL) (Also see: http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem ) This should cut down on the fat (and ...
by eye776
Tue Sep 14, 2010 10:44 am
Forum: Beginners Help
Topic: What to do to efficiently use an external animation library?
Replies: 0
Views: 420

What to do to efficiently use an external animation library?

I'm trying to cut as much as possible out of irrlicht's keyframe "animation pipeline", to remove overhead. I'm using EJUOR_CONTROL to position bones with an external animation library. Sorry, for stating questions in bold to attract attention. Many people use the TL;DR way of reading. :D I...
by eye776
Fri Sep 03, 2010 12:45 pm
Forum: Code Snippets
Topic: Online archive access
Replies: 11
Views: 2773

Go ahead Ubisoft make me PROUD! :D :D
by eye776
Tue Aug 03, 2010 5:00 pm
Forum: Everything 2d/3d Graphics
Topic: Why is blender so poorly designed and hard to use?
Replies: 34
Views: 19288

@LOL... I didn't mean one-click rigging. :D On one hand I can see why the blender devs chose to have a skeleton as a self-contained object. On the other hand my problem is that you CAN set the state of the skeleton object in an independent manner from other objects (if you're not careful you can f**...
by eye776
Tue Aug 03, 2010 10:59 am
Forum: Everything 2d/3d Graphics
Topic: Why is blender so poorly designed and hard to use?
Replies: 34
Views: 19288

And you SERIOUSLY prefer blender for "mundane" tasks (modeling, texturing, rigging, animating) ? :) I know blender has its own unique features, but frankly, I'm a programmer. I can barely draw proper art. Shitty art skills + blender = not a good pair :) OK, so I started on the wrong foot, ...
by eye776
Tue Aug 03, 2010 10:49 am
Forum: Everything 2d/3d Graphics
Topic: Why is blender so poorly designed and hard to use?
Replies: 34
Views: 19288

I have actually used maya (though just a bit) before. IIRC MEL was a tad better organized than python is under blender (concerning scene exposing API).
But, seriously, why all the hate for maya? :D
by eye776
Tue Aug 03, 2010 8:33 am
Forum: Everything 2d/3d Graphics
Topic: Why is blender so poorly designed and hard to use?
Replies: 34
Views: 19288

EDIT: If you want to help me instead of getting defensive how about giving me a hint about my original question. Assume I'm stupid and made a white cylinder with 8 horizontal sections and 2 bones in mm3d (EXPORTED AS MS3D). How do I convert to b3d using blender? I said that the node system is good. ...
by eye776
Tue Aug 03, 2010 7:34 am
Forum: Everything 2d/3d Graphics
Topic: Why is blender so poorly designed and hard to use?
Replies: 34
Views: 19288

How do you do it? When I try to import ms3d into blender (exported by MM3D) with keyframes it crashes. When I try to import ms3d into blender (again exported by MM3D) withoot keyframes it doesn't crash, but it either doesn't import anything, or a gray boneless mesh (sometimes deformed) appears. Expo...
by eye776
Tue Aug 03, 2010 7:25 am
Forum: Open Discussion and Dev Announcements
Topic: Best animated file format
Replies: 12
Views: 5590

If you want both morph and vertex you'll have to make do with your own format though. Irrlicht doesn't have an AnimatedMesh class that supports both at the same time. @Lonesome Ducky: There's an UNOFFICIAL .X exporter for anim8or, but it does kind of a half-assed job. There's also a b3d converter fo...
by eye776
Tue Aug 03, 2010 7:19 am
Forum: Everything 2d/3d Graphics
Topic: Why is blender so poorly designed and hard to use?
Replies: 34
Views: 19288

Ok, so the .obj, .dof and .dxf exporters work decently but then again, the obj/dof/dxf formats are quite easy to use and frankly it doesn't surprise me. Every other exporter works ok ONLY IF YOU GET THE RIGHT SETTINGS. (which depend on what keys you accidentally hit while working with the file) The ...
by eye776
Tue Aug 03, 2010 6:40 am
Forum: Everything 2d/3d Graphics
Topic: Why is blender so poorly designed and hard to use?
Replies: 34
Views: 19288

Why is blender so poorly designed and hard to use?

Sorry for any ensuing flaming: So, here I go with the rant: How can blender suck SO MUCH after 180+ public releases!? -It can't properly import files (no default settings means every import is a potential surprise from being unable to import, to getting unusable, broken data). -It can't properly exp...
by eye776
Tue Aug 03, 2010 6:23 am
Forum: Open Discussion and Dev Announcements
Topic: Best animated file format
Replies: 12
Views: 5590

Please don't get mad at me, but this is my opinion: MD2 support is great, if you can adjust to the constraints. MD3 support is kind of shoddy. X support is good, but there is only a single free applications exporting it. MS3D support is often TERRIBLE (usually encountered if you have position keyfra...
by eye776
Tue Jul 27, 2010 6:06 am
Forum: Off-topic
Topic: Elitism and Merit in the game development industry
Replies: 11
Views: 1298

Sorry about forgetting to look over this topic. I'm not planning on going into video game programming - I'm actually looking towards embedded development on portable devices, but I believe that what I say is true in all programming fields. I believe that it's important to have a degree, which is why...
by eye776
Mon Jul 26, 2010 1:31 pm
Forum: Advanced Help
Topic: Making a "cartoon" shader work?(ASM ps.1.1)
Replies: 4
Views: 933

I just realized that "t1" and "t2" were not set in the material. Also, does irrlicht even support 3 textures on a material? @slavik262: It's not that I'm really "targeting" anything right now... I just don't want another aborted project on my HDD. :D The shader was foun...
by eye776
Mon Jul 26, 2010 8:17 am
Forum: Advanced Help
Topic: [Solved] Adding weights to an joint of an iskinnedmesh
Replies: 4
Views: 655

Store the animation somewhere else, and not in the model. (That's what I did anyway). Apply the animation after finalizing the model.