Search found 7 matches

by StinkyCat
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.
by StinkyCat
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
by StinkyCat
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 ...
by StinkyCat
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 :)
by StinkyCat
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...
by StinkyCat
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 ...
by StinkyCat
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...