I'm dealing with a strange skinned animation which is making the character jumping, however the root joints has a big translation during the play and return to the original position on replay and go on with the big translation while loop playing.
So, To prevent this kind of problem, I think what I ...
Search found 9 matches
- Wed Jun 27, 2012 4:27 am
- Forum: Game Programming
- Topic: Problem about passing joint's translation to node
- Replies: 0
- Views: 1176
- Wed Jun 27, 2012 1:02 am
- Forum: Advanced Help
- Topic: Need some help about KinematicCharacterController
- Replies: 1
- Views: 598
Need some help about KinematicCharacterController
I'm trying to write an action game with large amout of physics. I'm now use irrbullet's kinematicCharactorController for main character physics. I meets some problem that I'm not quit understand.
1. How can I set the character's collision shape to the controller(IN my code it's just a single point ...
1. How can I set the character's collision shape to the controller(IN my code it's just a single point ...
- Wed Jun 27, 2012 12:23 am
- Forum: Advanced Help
- Topic: mirror the orientation of bone
- Replies: 2
- Views: 784
Re: mirror the orientation of bone
That must be the solution.I still got other problem's to solve.
- Sun Jun 24, 2012 11:28 am
- Forum: Game Programming
- Topic: problem about convert mesh
- Replies: 2
- Views: 1337
Re: problem about convert mesh
so, I meet this problem, please have a look.
http://irrlicht.sourceforge.net/forum/v ... 28#p269328
http://irrlicht.sourceforge.net/forum/v ... 28#p269328
- Sun Jun 24, 2012 11:10 am
- Forum: Bug reports
- Topic: Wierd ms3d animation
- Replies: 11
- Views: 2280
Re: Wierd ms3d animation
I also meet the same problem with some of my mesh. The mesh show fine in milkshape 3d and misfit3d(another editor support ms3d), so I think it's a pitfall of irrlicht.
- Sun Jun 24, 2012 10:57 am
- Forum: Advanced Help
- Topic: mirror the orientation of bone
- Replies: 2
- Views: 784
mirror the orientation of bone
I just converted a skinned mesh from my custom format to ms3d, the bone's orientation are all mirrored, making skinned mesh looks weired.
for eg, this is the right skeleton:
\
\
/
this is i got the mirrored skeleton:
/
/
\
so, how can I mirror them back to right the ones? thank you!
for eg, this is the right skeleton:
\
\
/
this is i got the mirrored skeleton:
/
/
\
so, how can I mirror them back to right the ones? thank you!
- Fri Jun 22, 2012 1:54 pm
- Forum: Game Programming
- Topic: problem about convert mesh
- Replies: 2
- Views: 1337
problem about convert mesh
Hi, my problem is about mesh converting, I want to ask some questions.
1. does different format has different coordinate system?
2. if the answer is yes, then is coordinate system important? I mean, can I ignore this difference in my converter?
3. I converted out a bone animation, but the result is ...
1. does different format has different coordinate system?
2. if the answer is yes, then is coordinate system important? I mean, can I ignore this difference in my converter?
3. I converted out a bone animation, but the result is ...
- Fri Jun 22, 2012 1:17 pm
- Forum: Advanced Help
- Topic: needs help about mesh convert
- Replies: 0
- Views: 503
needs help about mesh convert
I'm converting some 3d model to milkshape 3d format in my game. I wrote the converter my self.but when I load the model's into irrlicht, the model's bones are in completely wrong place. So i came to this forum for help. who has experience on converting skeleton animes can post some c++ codes about ...
- Sat Jun 09, 2012 3:03 pm
- Forum: Project Announcements
- Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
- Replies: 319
- Views: 128396
Re: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
I have to say, I just can't access mediafire site. Can "JP" make a mirror non-online-disk site? thank you.