Search found 10 matches
- Thu Jan 16, 2014 6:57 am
- Forum: Beginners Help
- Topic: Bone coordinate rotation and import problems
- Replies: 6
- Views: 649
Re: Bone coordinate rotation and import problems
This would be an unusual application. Why are you using bones when it would appear that the bones are not bones? !? I'm using Blender. I assume the issue is with the exporters (or my use of them) or irrlicht's importers. Because both the .X and the .b3d export give me similar garbage at rest pose, ...
- Wed Jan 15, 2014 6:33 pm
- Forum: Beginners Help
- Topic: Bone coordinate rotation and import problems
- Replies: 6
- Views: 649
Re: Bone coordinate rotation and import problems
That is with no rotations. Blender shows no rotations on any bones when I export. But that's an issue I can deal with to a degree.
Anyone know how I can rotate bones around global Euler axes?
Anyone know how I can rotate bones around global Euler axes?
- Fri Jan 10, 2014 9:12 am
- Forum: Beginners Help
- Topic: Bone coordinate rotation and import problems
- Replies: 6
- Views: 649
Bone coordinate rotation and import problems
1) My main issue is when I import a model with bones (both using the .b3d and .x blender exporters) and I get some odd initial rotations at rest pose (example from the b3d with XYZ rotations) Joints: 23 player: 0 -0 0 root: 270 -0 0 hips: 90 360 180 torso: 356.634 360 5.46145e-06 shoulder.l: 279.225...
- Thu Jan 09, 2014 9:46 pm
- Forum: Beginners Help
- Topic: Accessing All of a Joystick's Axis/Axes? [¿Solved?]
- Replies: 7
- Views: 1635
Re: Accessing All of a Joystick's Axis/Axes?
Thanks for the reply! I solved my issue (on linux anyway). I ended up parsing /dev/input/js* directly. It gives great results, and seemingly has no limitations beyond what the system will support. All 18 usable axes are available from the class, including motion controls. I'll be looking for similar...
- Sun Dec 29, 2013 4:17 pm
- Forum: Beginners Help
- Topic: Accessing All of a Joystick's Axis/Axes? [¿Solved?]
- Replies: 7
- Views: 1635
Re: Accessing All of a Joystick's Axis/Axes?
I've attempted to edit IEventReceiver.h to add more than 6 axis, by adding more axis to the enums thus incrementing NUMBER_OF_AXES. However I'm having issues compiling irrlicht 1.8.1 (with or without said additions). It seems 1.8.1 has been updated since it was in my Distro's repos. Would that edit ...
- Sat Dec 28, 2013 1:35 pm
- Forum: Beginners Help
- Topic: Accessing All of a Joystick's Axis/Axes? [¿Solved?]
- Replies: 7
- Views: 1635
Accessing All of a Joystick's Axis/Axes? [¿Solved?]
How do I go about accessing the other analog input from a joystick beyond the (seemingly) first 4? I'm attempting to make use of analog triggers on a Dualshock and an Xbox controller, but I'm having issues getting anything but the analog sticks to read. Irrlicht reports 27 axes on the Dualshock. My ...
- Fri Nov 11, 2011 8:44 am
- Forum: Beginners Help
- Topic: How to create IGUIWindows by drawable area?
- Replies: 1
- Views: 311
How to create IGUIWindows by drawable area?
I'm attempting to populate a window with child buttons, but I can't seem to find how to get the default titlebar, margins, etc areas or set them before I actually create the window. I could easily count the pixels, but that doesn't seem very programmatic. What am I missing? How do I calculate what t...
- Sun Nov 06, 2011 5:13 am
- Forum: Beginners Help
- Topic: How to access SMouseInput from an IEventReceiver class
- Replies: 5
- Views: 418
Re: How to access SMouseInput from an IEventReceiver class
I honestly wasn't looking for a drop-in solution, I was more or less just looking for working code so I could understand the input system well enough and adapt it for my specific needs. And in the event that someone stumbles upon this post in a search, looking for a drop-in solution, it would appear...
- Fri Nov 04, 2011 7:44 am
- Forum: Beginners Help
- Topic: How to access SMouseInput from an IEventReceiver class
- Replies: 5
- Views: 418
Re: How to access SMouseInput from an IEventReceiver class
@Brainsaw, yeah I figured that one out. Somehow when I searched I didn't come across this tutorial (http://irrlicht.sourceforge.net/docu/example019.html), which give me quite a bit of insight. I've attempted to use the gui:: mouse, but I was having some issues with that (which may or may not have be...
- Wed Nov 02, 2011 10:57 pm
- Forum: Beginners Help
- Topic: How to access SMouseInput from an IEventReceiver class
- Replies: 5
- Views: 418
How to access SMouseInput from an IEventReceiver class
I'm attempting to get hardware mouse input, rather than the gui mouse cursor for a camera system I'm working on, but MastEventReceiver doesn't appear to compile properly (it usually complains that the int or s32 I'm using does not match the int or s32 I'm using in MastEventReceiver::, but it's for I...