Search found 15 matches

by MrJones
Thu Mar 03, 2011 3:39 pm
Forum: Beginners Help
Topic: Drawing to Zbuffer
Replies: 8
Views: 2123

Drawing to Zbuffer

For some specific effect, I wonder how I can, inside a custom scene node's render function, draw a polygon which is completely transparent (= not changing anything visibly when drawn) but updates the zbuffer as if solid/opaque.

I think of something like the reverse of a solid opaque object with ...
by MrJones
Wed Jun 16, 2010 11:45 am
Forum: Advanced Help
Topic: Recalculation of normals with custom rotations on bone mesh
Replies: 3
Views: 854

Thanks to CuteAlien, I was able to find and use that normals debug display and as it seems the normals *are* adjusted during animation but are just horribly broken even in unanimated idle state:

http://eloxoph.com/screenshot_25.png

So I guess I have to fix the model or the broken .b3d exporter ...
by MrJones
Wed Jun 16, 2010 10:53 am
Forum: Advanced Help
Topic: Recalculation of normals with custom rotations on bone mesh
Replies: 3
Views: 854

Here some screenshots that show the blackness that appears due to not correctly altered normals when I apply my custom bone rotations:

http://eloxoph.com/screenshot_20.png
http://eloxoph.com/screenshot_21.png
http://eloxoph.com/screenshot_22.png
http://eloxoph.com/screenshot_23.png
http ...
by MrJones
Tue Jun 15, 2010 11:54 pm
Forum: Advanced Help
Topic: Recalculation of normals with custom rotations on bone mesh
Replies: 3
Views: 854

Recalculation of normals with custom rotations on bone mesh

Sadly after my issues with setting manual bone rotations and still being able to obtain the absolute positions with those custom rotations applied were so nicely solved , I apparently have another problem:

At the moment I'm calling animateJoints() and updateAbsolutePositionOfAllChildren() of the ...
by MrJones
Fri May 28, 2010 1:10 pm
Forum: Beginners Help
Topic: Global rotation of joints
Replies: 51
Views: 6683

This looks perfect - and it does not work? :? that's pretty sad, because it looks _exactly_ like the thing I actually wanted. Need to test this out...

If I had to do it myself I'd do it in a similar way (using quaternions). Sadly my maths are probably bad enough that I cannot even fix yours.

What ...
by MrJones
Fri May 28, 2010 10:22 am
Forum: Beginners Help
Topic: Global rotation of joints
Replies: 51
Views: 6683

I need this feature aswell.

Is there really nothing like setAbsoluteRotation()? It seems pretty much impossible to rotate a bone towards an absolute position independently from its parent's rotation.

Isn't there a way to do this?
by MrJones
Fri May 28, 2010 8:16 am
Forum: Advanced Help
Topic: [Solved]Bone anim issue with attaching/getting abs. bone pos
Replies: 14
Views: 2981

Well I just tried. It seemed to work... for a second.

The problem is, I get the absolute position of the bone before changing its rotation manually.

What I would like is to change its rotation and then have Irrlicht tell me the absolute position the bone has AFTER that rotation (without resetting ...
by MrJones
Thu May 27, 2010 1:21 pm
Forum: Advanced Help
Topic: [Solved]Bone anim issue with attaching/getting abs. bone pos
Replies: 14
Views: 2981

shadowslair wrote:Well, you simply call animateJoints(); so Irrlicht will update them with animations(if any), and you rotate them AFTER the call.
OMG if that works then you just made my day! *tests*
by MrJones
Thu May 27, 2010 12:36 pm
Forum: Advanced Help
Topic: [Solved]Bone anim issue with attaching/getting abs. bone pos
Replies: 14
Views: 2981

Just wondering why are you so sure it`s a bug? I am not sure at all. Hybrid hinted a command which might help, maybe that can fix my issues. I think it's likely I'm doing something wrong, I just don't know. As he also mentioned an animation bug I simply wanted to know whether that one is still ...
by MrJones
Thu May 27, 2010 8:49 am
Forum: Advanced Help
Topic: [Solved]Bone anim issue with attaching/getting abs. bone pos
Replies: 14
Views: 2981

IIRC you have to call some update method before checking the position. You can also render the mesh, which updates the positions.

Can you recall which method that is?

A bug in the bone position system had been fixed for Irrlicht 1.7 AFAIK. The last time I checked the test case went through ...
by MrJones
Wed May 26, 2010 4:58 pm
Forum: Advanced Help
Topic: [Solved]Bone anim issue with attaching/getting abs. bone pos
Replies: 14
Views: 2981

I really hope the irrlicht devs can shed some light on this.
by MrJones
Tue May 25, 2010 6:44 pm
Forum: Advanced Help
Topic: [Solved]Bone anim issue with attaching/getting abs. bone pos
Replies: 14
Views: 2981

What if I do want to update them manually?

I don't see how the way of animating affects getAbsolutePosition() - it should simply return the bone's position, no matter if it was set through an animation or through direct manipulation.
by MrJones
Tue May 25, 2010 2:57 pm
Forum: Advanced Help
Topic: [Solved]Bone anim issue with attaching/getting abs. bone pos
Replies: 14
Views: 2981

[Solved]Bone anim issue with attaching/getting abs. bone pos

Hi,

In my recent project I am having huge issues with getting the absolute position of a bone scene node. Whatever I do, I don't seem to be able to get correct results. I get a completely off position in world space that does not move if I move the whole IAnimatedMeshSceneNode (which should of ...
by MrJones
Sun May 23, 2010 1:46 pm
Forum: Beginners Help
Topic: [Solved] blender -> .b3d -> irrlicht misses bones
Replies: 1
Views: 936

Wow, I simply had to insert any sort of keyframe. I wonder why I haven't come up with this for hours.

Still, I'm having a little other problem now. Given I obtain the leg_node as described above and use the following code always before drawAll() ...

if (leg_node) {
printf("rotating\n");
leg ...
by MrJones
Sun May 23, 2010 1:11 pm
Forum: Beginners Help
Topic: [Solved] blender -> .b3d -> irrlicht misses bones
Replies: 1
Views: 936

[Solved] blender -> .b3d -> irrlicht misses bones

Hi,

I modelled a character in blender and now I'd like to use it in Irrlicht.

The special thing about that model is, it has rigged armatures (only partially for the legs as you will notice, but that's enough for a start to test whether import/export works) but NO animations (I think about doing ...