Search found 7 matches
- Wed Aug 15, 2012 5:40 pm
- Forum: Advanced Help
- Topic: Lack of keyboard input in a windowed Mac OS X application
- Replies: 8
- Views: 4190
Re: Lack of keyboard input in a windowed Mac OS X applicatio
ok i think i now understand your solution: instead of creating a command-line application, one has to create a cocoa application.
- Wed Aug 15, 2012 5:36 pm
- Forum: Advanced Help
- Topic: Lack of keyboard input in a windowed Mac OS X application
- Replies: 8
- Views: 4190
Re: Lack of keyboard input in a windowed Mac OS X applicatio
msxfan could you please explain how u actually did that? because i see no configuration about this issue in my project... :S
- Fri Jun 29, 2012 11:45 am
- Forum: Beginners Help
- Topic: Custom Skeletal Animation
- Replies: 2
- Views: 372
Re: Custom Skeletal Animation
I've learnt that I can set single joint position after node->animateJoints(); So i can set the head position using model based animations (.b3d) Hey SadWolf. I wanted to work with .b3d, but while in a .x I can read the file with a text editor and know the joint names, in a .b3d I can't do that. So ...
- Fri Jun 29, 2012 11:42 am
- Forum: Advanced Help
- Topic: dwarf rotation matrix
- Replies: 6
- Views: 1236
Re: dwarf rotation matrix
ok thks, i'll see what i can do
- Fri Jun 29, 2012 10:53 am
- Forum: Advanced Help
- Topic: dwarf rotation matrix
- Replies: 6
- Views: 1236
Re: dwarf rotation matrix
You are totally right about it. A model already in T position would be great, but since I just started working with irrlicht/3d models I'm really really noob:/ I think it has to be a rigged .x (has skeleton and can open in a text editor to get the joint names - correct me if i'm wrong!) If you could...
- Thu Jun 28, 2012 2:27 pm
- Forum: Advanced Help
- Topic: dwarf rotation matrix
- Replies: 6
- Views: 1236
Re: dwarf rotation matrix
hello mongoose7. thks for your answer, but the problem is exactly that. I tried to get it to a T pose, but i will lose lots of time with that and in the end it will never be a perfect T pose. Because a small deviation in an angle from the shoulder might not be a problem to it, but when you move the ...
- Thu Jun 28, 2012 12:07 pm
- Forum: Advanced Help
- Topic: dwarf rotation matrix
- Replies: 6
- Views: 1236
dwarf rotation matrix
Hi all. I am trying to operate the dwarf's joints with the information i get from the kinect using openNI. The thing is that my joint's rotation data begins in a T pose and the dwarf doesn't. And it's revealing really frustrating to get the dwarf in a (PERFECT) T position, so I can relate to my angl...