Search found 9 matches
- Fri Aug 30, 2013 7:29 pm
- Forum: Beginners Help
- Topic: GLSL - Attributes in Irrlicht
- Replies: 4
- Views: 413
Re: GLSL - Attributes in Irrlicht
I understand. A custom or patched version of Irrlicht isn't a possibility for the project, so sadly that wouldn't work. Any chance the branch might eventually become part of Irrlicht? If yes, is it known in which version and when that version will be released?
- Fri Aug 30, 2013 5:57 pm
- Forum: Beginners Help
- Topic: GLSL - Attributes in Irrlicht
- Replies: 4
- Views: 413
GLSL - Attributes in Irrlicht
I'm not too good with shaders yet, but am a developer for an Irrlicht project (MineTest, C++). Another developer is working on adding better visual effects, but has hit an issue: He needs to use Attribute variables instead of Uniform ones. He looked for a way to do that in Irrlicht, but couldn't fin...
- Tue Jan 29, 2013 6:53 pm
- Forum: Bug reports
- Topic: Anim transition & joint positioning break skeletal models
- Replies: 3
- Views: 874
Re: Anim transition & joint positioning break skeletal model
Yeah, thanks for the report. I already saw the tracker ticket. Cannot say much so far, as I don't have a good understandingof the animation system. But I don't recall nay critical changes between 1.7 and 1.8 on this one. But we need to investigate this further. Please keep in touch and send infos i...
- Mon Jan 28, 2013 1:36 pm
- Forum: Bug reports
- Topic: Anim transition & joint positioning break skeletal models
- Replies: 3
- Views: 874
Anim transition & joint positioning break skeletal models
As reported here and previously discussed here : When either enabling animation blending or setting the bone position / rotation of an animated skeletal mesh, animations no longer work and the mesh gets crushed while its normals are inverted. The precise functions that cause this problem are animate...
- Wed Nov 14, 2012 1:42 pm
- Forum: Beginners Help
- Topic: Joint control and animation transitioning not working
- Replies: 3
- Views: 2470
Re: Joint control and animation transitioning not working
I did more tests on this today. It appears that using setJointMode(irr::scene::EJUOR_CONTROL) then modifying the position / rotation of a bone does work properly itself. But it also causes animations to break and mesh normals to get inverted. It also makes children parented to a bone of that parent ...
- Wed Nov 14, 2012 1:35 pm
- Forum: Beginners Help
- Topic: Child nodes don't stick to parent joints when attached
- Replies: 4
- Views: 1914
Re: Child nodes don't stick to parent joints when attached
Never mind, I tested it again and it works. Not sure what I did wrong, but now the child leans and rotates together with the bone of the parent while the parent is animated. Only remaining issue is that the child goes to origin 0,0,0 if attached to a bone when the parent is given setJointMode(irr::s...
- Sat Nov 10, 2012 3:47 pm
- Forum: Beginners Help
- Topic: Child nodes don't stick to parent joints when attached
- Replies: 4
- Views: 1914
Re: Child nodes don't stick to parent joints when attached
I know this is possible somehow as I seen Irrlicht videos of characters holding weapons in their hand, the weapons being attached to the hand of the mesh (some are from many years ago). From what I heard you just parent the object to that joint node and it will have a relative position / rotation to...
- Fri Nov 09, 2012 12:13 am
- Forum: Beginners Help
- Topic: Child nodes don't stick to parent joints when attached
- Replies: 4
- Views: 1914
Child nodes don't stick to parent joints when attached
Hello. I'm trying to attach a node to another node in my code, both nodes of type IAnimatedMeshSceneNode and using skeletal animated models in the x format (exported with Blender and its native x exporter). I do so with the following code and in the following order: child->setParent(parent); child->...
- Thu Nov 08, 2012 11:56 pm
- Forum: Beginners Help
- Topic: Joint control and animation transitioning not working
- Replies: 3
- Views: 2470
Joint control and animation transitioning not working
Hello there. I'm working on an open-source project using the Irrlicht engine, and took the initiative of implementing 3D model support (with object to object attachments). It's meant to work with animated skeletal models, which are used under the x format (created and exported from Blender). I can p...