Search found 30 matches

by andreasky
Fri Aug 21, 2009 6:44 am
Forum: Beginners Help
Topic: Vertex Array and Indexes
Replies: 17
Views: 1536

I use Maya as 3D modelling tool and then export the mesh into ".x" format via cvxporter.

I was wondering whether duplicated vertices may cause any memory problem when you store them in a vertex array. Vertex arrays are used to store each vertex only one time, aren't they? So I cannot understand the ...
by andreasky
Thu Aug 20, 2009 6:31 pm
Forum: Beginners Help
Topic: Vertex Array and Indexes
Replies: 17
Views: 1536

I tried to use "mesh = smgr->getMeshManipulator()->createMeshWelded(mesh);"

Here is the code:
=============================
IMesh* mesh = smgr->getMesh("../../media/cube.x");

IMeshSceneNode* node = smgr->addMeshSceneNode( mesh );

if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false ...
by andreasky
Thu Aug 20, 2009 5:39 pm
Forum: Beginners Help
Topic: Vertex Array and Indexes
Replies: 17
Views: 1536

I tried with a cube. If the faces are quads I get 24 vertices and 36 indexes. If I make the faces traingles, I get 36 vertices and 36 indexes.

Do you know why?
by andreasky
Thu Aug 20, 2009 1:12 pm
Forum: Beginners Help
Topic: Vertex Array and Indexes
Replies: 17
Views: 1536

I tried to implement a simple example using getVertexCount() and getIndexCount() methods.

I imported a polygonal plane mesh based on triangles in Irrlicht. Here is the code:

====================================
IMesh* mesh = smgr->getMesh("../../media/plane.x");

IMeshSceneNode* node = smgr ...
by andreasky
Thu Aug 20, 2009 7:34 am
Forum: Beginners Help
Topic: Vertex Array and Indexes
Replies: 17
Views: 1536

I would like to get vertices list and indexes list of a simple 3D model.
For example, I import a cube mesh based on triangles. Therefore we have 12 triangles (6 faces x 2 triangles each face).

How to get vertices and indexes number? In a cube there are 8 vertices and 36 indexes (3 indexes x 12 ...
by andreasky
Thu Aug 20, 2009 6:32 am
Forum: Beginners Help
Topic: Vertex Array and Indexes
Replies: 17
Views: 1536

Vertex Array and Indexes

Hi,

I need to access the verices and indexes list of a mesh. Please, could you explain me how to do that?

Thank you!

Bye-bye,

Andreasky
by andreasky
Wed Jul 22, 2009 2:05 pm
Forum: Beginners Help
Topic: Integration with HaptX by Reachin
Replies: 1
Views: 262

Integration with HaptX by Reachin

Hi,

I have recently purchased a license of HaptX by Reachin, a C++ library for haptic rendering.

Do you know how to integrate HaptX into Irrlicht?

Thank you!
by andreasky
Tue Jun 23, 2009 8:12 am
Forum: Beginners Help
Topic: Help with "animateJoints()"
Replies: 1
Views: 345

Help with "animateJoints()"

Hi,

I tried to create a 3D model with an animation and to export it as ".X" file. I wrote the simple source file with Irrlicht API. It is a simple file.
"test.X" contains a simple 3D model which should go up and down in the animation I created (120 frames, running at 24 fps).
The problem is that I ...
by andreasky
Thu Jun 18, 2009 3:34 pm
Forum: Beginners Help
Topic: Moving Joints in Skinned Mesh
Replies: 18
Views: 1240

I still have a problem:

I would like to see an animation I imported in Irrlicht through cvxporter in ".X" format.

Do you know how to export a joint animation and play it through "IAnimatedMeshSceneNode::animateJoints"?

I selected the Animation option in cvxporter. I inserted also the start frame ...
by andreasky
Thu Jun 18, 2009 2:19 pm
Forum: Beginners Help
Topic: Moving Joints in Skinned Mesh
Replies: 18
Views: 1240

Becasue in my first message I referred to the source code, reported below. Then I decided to try to write some code by myself.


======================================
// Irrlicht
#include <irrlicht.h>

using namespace irr;

using namespace core;
using namespace scene;
using namespace video;
using ...
by andreasky
Thu Jun 18, 2009 1:23 pm
Forum: Beginners Help
Topic: Moving Joints in Skinned Mesh
Replies: 18
Views: 1240

In the 3D model I exported I did not called a node "head".

I also found out that I can manipulate joints via Irrlicht API only if my 3D model has a soft skin. If I choose a rigid skin I will not be able to manipualte joints.
Now I can manipualte joints.

:D
by andreasky
Thu Jun 18, 2009 10:57 am
Forum: Beginners Help
Topic: Moving Joints in Skinned Mesh
Replies: 18
Views: 1240

Hi,

I found out why "getJointCount()" retrieves one joint more than the actual number: it retrieves also the shape node for the 3D model I created.

I used "IBoneSceneNode::getBoneName()" function to get joints name.

Here is the result of my example:


===========================
The number of ...
by andreasky
Thu Jun 18, 2009 8:15 am
Forum: Beginners Help
Topic: Moving Joints in Skinned Mesh
Replies: 18
Views: 1240

Do you know how to get a "getName" function for skeletal joints?
by andreasky
Tue Jun 16, 2009 1:33 pm
Forum: Beginners Help
Topic: Moving Joints in Skinned Mesh
Replies: 18
Views: 1240

I tried with IAnimatedMeshSceneNode::getJointCount and getJointNode( ID).

I do not know why, but IAnimatedMeshSceneNode::getJointCount returns me one joint more than the right value. For example if the actual joint number is "15", IAnimatedMeshSceneNode::getJointCount returns "16".
by andreasky
Tue Jun 16, 2009 9:51 am
Forum: Beginners Help
Topic: Skinning Without Animation Data and Maya Export
Replies: 2
Views: 385

I would like to do the same things as you.

I use cvxporter to export form Maya into ".X" format. While I can turn on and off "animation", there is no option regarding "skeleton".

Did you compile DirectX SDK? Where can I find information on how to install the plug-in?