Hi Hendu,
Thanks for the answer. I think using a physics engine just to detect if two objects are touching themselves seems like killing a flea with a sledgehammer... but if there is no other solution I will go for that, seems easier than the solution I'm thinking Any other thought?
Search found 24 matches
- Fri Jun 22, 2012 9:58 am
- Forum: Beginners Help
- Topic: Collision with multiple objects
- Replies: 4
- Views: 623
- Thu Jun 21, 2012 8:40 pm
- Forum: Beginners Help
- Topic: Collision with multiple objects
- Replies: 4
- Views: 623
Collision with multiple objects
Hi all, I'm having some problems to set up collision with a lot of objects, it works but it's slow down my application more than 300frames. My situation is that I'm creating the scenario according to a xml custom file, thanks to that anyone could create his own scenario. For example, I'm giving the ...
- Mon Jan 30, 2012 4:25 pm
- Forum: Code Snippets
- Topic: Kinect & Irrlicht
- Replies: 1
- Views: 1671
Kinect & Irrlicht
Hi all, I just finished a project that needs to use Kinect in order to animate the main character and I want to share some of my code that I made to integrate Kinect into irrlicht. The project was started the last year, so the code is working with the earliest SDK of Kinect (OpenNI 1.0.0 & Prime...
- Tue Jan 10, 2012 7:57 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 3816
Re: Relative Joint Rotation
Hey, Can you please run a simple test? Take all your bones and do a setRotation(0,0,0). When I was loading the model from 3DMax, the model was loaded correctly (I don't even have to flip Y or X) BUT if I tried to set the rotation of each bone to 0, then the model position was wrong. That won't fix t...
- Tue Dec 20, 2011 11:46 am
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 3816
Re: Relative Joint Rotation
Hey, sorry for the delay. About the initial rotation: Try to set every bone rotation to (0.0f,0.0f,0.0f) and you will probably see what I mean. You can also cout << the rotation of each bone to see the same result. Maybe it's just a thing of 3D Studio Max (that's the program I used) but the bones ha...
- Thu Dec 15, 2011 2:22 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 3816
Re: Relative Joint Rotation
Hi, I'm planning to share my code, which are two classes that should do everything for you. You will just have to make sure that you're mesh have a bones named as I specify, and that's all you will have to do. The problem is that I'm in the middle of something and don't want to share it yet, as I al...
- Thu Dec 15, 2011 12:16 am
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 3816
Re: Relative Joint Rotation
Hi, I left working with quaternionsbecause of my last tests when working with Kinect. I'm not pretty sure about that but I guess that maybe the expected format of the setRotation Eueler convention is not the same Euler convention that the quaterion is exporting. I mean, there are twelve conventions ...
- Mon May 02, 2011 12:06 pm
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
Ok, I know that will sound stupid, but was all about the FUC**** conversions between radians and degrees... seems that some classes works on radians and others in degrees... that's my final aproach and seems to work... let's try to connect it again with Kinect :) //First time this->setJointMode( EJU...
- Mon May 02, 2011 10:50 am
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
- Mon May 02, 2011 9:40 am
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
I just stopped to use animateJoints(), I think I was confused about the use of it. I combine the rotations because I'm not sure if Irrlicht is propagating the rotations from the root bone. If you look at the image I attached from 3DMax it should be in the right order, aren't they? Maybe I'm confused...
- Mon May 02, 2011 8:42 am
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
- Sun May 01, 2011 6:13 pm
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
New update with bad news... The forearm stuff works pretty well by I think it's just casuallity. I'm trying to work with the rest of the body and I didn't have the results I was expecting. What I'm trying to do now is to understand how the animation systems works. To do that, what I have done is tak...
- Sat Apr 30, 2011 3:17 pm
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
Seems that things starts to work... I just tried what you said mongoose7 but I realized that I don't have to do the -Z stuff.... :D Now I have one arm working propertly, I'll start to work with the whole skeleton. By the way, I attach now the images I said posts ago, in case they are useful to other...
- Sat Apr 30, 2011 12:25 pm
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
Some good news :) I just realized that there is on rotationFromTo() function so I'm doing: lElbowRotationQ.rotationFromTo(lLeftForeArmVector,lLeftUpperArmVector); lElbowRotationQ.toEuler(lElbowRotationV); And it seems to work pretty well, that's one of the outputs: // T Position Hand Pos: X: -1336.7...
- Sat Apr 30, 2011 11:26 am
- Forum: Advanced Help
- Topic: Animation system with bones and Kinect
- Replies: 25
- Views: 4753
Thx everyone, I've been working on it and I just realized what was my error. I was working with a bone that wasn't the root. I applied the kinect root position to the root bone and seems to work pretty well (Have to change Z by -Z but the rest of axis are ok). Now I'm working with the other bones. A...