how to turn Irrlicht into a meat grinder

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niko
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how to turn Irrlicht into a meat grinder

Post by niko »

I turned Irrlicht into something like a meat grinder:
Image

This shot shows the thing I am currently working on. I try to play back animations, stored in .x files. I don't understand what data is stored in .x files exactly, at least for bone animations. Or I simply have mixed up some matrices. Don't know yet. But it is a funny shot at least. :)
deps
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Post by deps »

Looks painful! :twisted:
saigumi
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Post by saigumi »

Isn't that the bedridden author from "Misery"?
Crud, how do I do this again?
Guest

Post by Guest »

you know me well, I think, and I am glad your working at this feature :)

I have seen this problem too often. In a pair of dx9 engines, as well as in Ultimate Unwrap previewer (but there is no problem as internal data is intact)

looks like you are using now the sample model from dx9 sdk...

Is it or have you modified or re-rigged again in other software (Character Fx...if you did so, please, don't mirror bones previously to rig and animate the whole thing...it cause a problem similar to this...)

Your importer may just be reading incorrectly the data...

I thought is a weights problem but I see now that...

- some bones positions or rotations are not doing what they should...

- one finger vertex is non weighted, non assigned...

dx format is told to be way complex.


But if you win the battle at last, this would specially rock...

I gotta think on an engine, free or cheap, that does this correctly...usually they just load md2 with all its limits...

so...go Niko, go...! :) :)
niko
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Post by niko »

Anonymous wrote:looks like you are using now the sample model from dx9 sdk...
No, I only have 3 animated .x files, and switching all the time between them. Tiny.x looked most weired. :)
I did not modyify the file, I just took it as it was. Mview.exe displays it correctly.
Anonymous wrote: - some bones positions or rotations are not doing what they should...

- one finger vertex is non weighted, non assigned...
Ah, maybe it's this. I'll try. But if you are right, and the finger is not weighted, I've a big problem. I am check everything during runtime, but maybe I've made a mistake somewhere.. lets see. :)
vermeer
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Post by vermeer »

I'm the guest up there...never remember to login.. ;)


Well, if you can post other screens from other angles so I can "study" it....I am an artist, but have been helping some other engine coders to add the directx8-9 weights format...In most cases at the end succeded.. :)


but i have seem this typical problems. While I don't know what is the code to fix them, I can remember what I was told was the problem...with some luck the solution...

I yet don't see what happens fully from that angle. Maybe I wont be able to see anything more, but who knows... ;)
niko
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Post by niko »

vermeer wrote:Well, if you can post other screens from other angles so I can "study" it....I am an artist, but have been helping some other engine coders to add the directx8-9 weights format...In most cases at the end succeded.. :)
Thanks, very nice of you. I'll try to find the problem just some time, and if I fail, I'll post an interactive demo or something. :)
niko
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Post by niko »

Ok, I fixed it myself, I really messed up with some matrices:
Image
vermeer
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Post by vermeer »

yay!!
congrats man, this getting really interesting....
42

framereate dropped?

Post by 42 »

Hey, what happend to the framerate? 196 vs. 336?
42
niko
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Post by niko »

Working on it. :)
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