Help with Bone manipulations

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

Any sympathy will be welcome too... :?
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Oh, you have my sympathy :wink: But probably only Luke can tell for sure why it's not working...
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

Oh, you have my sympathy Wink But probably only Luke can tell for sure why it's not working...
Ha-ha! Thank you. :lol:


I may have done sth very stupid, but I cannot undrstand what exactly. Is the given information sufficient? Shall I explain everything in detail ?
I don`t even need to rotate the R_Hand bone node, since it`s a child of the R_UpperArm node, and when I rotate it , it has its "child" behaviour, so the line before the last one isn`t really needed.

Here`s another picture, because I made the last one in a hurry, and it may be unclear:
:?
Image
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

Most probably this isn`t working, because I`m using EJUOR_CONTROL, to be able to control the joints, but I need EJUOR_READ to get their transformations too. But calling both the functions results in only-the-last-called one to be active.

I can use some alternatives as seperate hand model and on, but a segmented mesh is my last alternative.

I`m afraid I may have met a dead-end. :(
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
Luke
Admin
Posts: 449
Joined: Fri Jul 14, 2006 7:55 am
Location: Australia
Contact:

Post by Luke »

I'm happy to have a look at what's wrong.

could you post the code and mesh file maybe.
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

Oh, sorry. The code is in the last post on page 2 of this topic. Some days have passed and it is left there... :roll:

Here`s the model of the character and even the bat model:
http://filebeam.com/1ddc8f15d5a1c62cca16580326536a38

It is a pure biped model exported from 3dmax9 via PandaX. There may be something wrong with the export too. I`m using it for test purposes.

Thanks for your help, Luke!
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
Post Reply