Made a B3D Loader

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jacky
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Post by jacky »

Luke wrote:Jacky:
What do you think, when will we see this functionality in an official irrlicht release?

Sorry, what functionality do you mean, the b3d loader in the official irrlicht release, and the b3d exporter is not part of irrlicht. Are you talking about the joint control thing?
yes, i am talking about the joint control thing, it's my fault that i didnt said that.

would be great if we could control b3d-joints that way in irrlicht 1.1 :)
Luke
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Post by Luke »

I don’t think the irrlicht team will put joint control thing in the next release.

If it were it would need to be a lot optimised more (as the code would be heavily used), and I’d like it to support other mesh formats too. But I don’t not like the design of my system, it’s all a bit too hackly

I was talking to bitplane, about a better animation system, probably not for the next release, maybe sometime after.
would be great if we could control b3d-joints that way in irrlicht 1.1
You can if you use the patch..
vermeer
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Post by vermeer »

unsure yet, but can there be a prob if the armature was built using e key (extrude, applied here to bones) and several branches of bones were used?

sending u by pm the file...
(using latest 21 october I think)

May I have done something too stupid...
Finally making games again!
http://www.konekogames.com
vermeer
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Post by vermeer »

I can think of(one of this):

- some latest flip/coordinate system cange (using a no good value for some scenes) (it's actually flipping inx axe the action , but happen more different probs)

-doesnt take well different independent branches done by extrude from starting first joint of another branch. Indeed,artist must do another separately, and then link all em as child to an empty or root bone...hmm....hey...can be this.

-some weights problem in my file.

- the bake need. But I have actually tried withbaked and non baked actions.

-if there were other actions in theblend scene, it may get confused? As it tries allways to grab another than the one Ive just made.

-something else weird I may have done...
Finally making games again!
http://www.konekogames.com
Luke
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Post by Luke »

its hard to work it out without the mesh file, remember I'm no blender user.

Could you send me the file even if its possible to work around I’d like to fix it
(not even sure what the problem is :) )
Luke
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Post by Luke »

Hopefully now fixed (I not sure how I did it)
CodeDog
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Post by CodeDog »

If you want to have program logic control bone animations there is a way to do this.
Break you model up into a separate nodes for each bone with its skin. Load each bone starting from the ground up as a node and attaching it as a child node to the bone node you want it to have a join too. Use setPosition to get the relative alignment correct. You can now use the setRotation to rotate your joins and move the child nodes accordingly.
You don't get skin vertex deformation animation but you can control the skeletal animation with your program logic.
There is a lot of work involved in this method but I think it’s the only way with the current Irrlicht to get the control you want.
juliusctw
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too much work

Post by juliusctw »

man
that sounds like a lot of work, i'll just patiently wait for luke
Luke
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Post by Luke »

CodeDog:
If you want to have program logic control bone animations there is a way to do this.
Break you model up into a separate nodes for each bone with its skin. Load each bone starting from the ground up as a node and attaching it as a child node to the bone node you want it to have a join too. Use setPosition to get the relative alignment correct. You can now use the setRotation to rotate your joins and move the child nodes accordingly.
You don't get skin vertex deformation animation but you can control the skeletal animation with your program logic.
There is a lot of work involved in this method but I think it’s the only way with the current Irrlicht to get the control you want.
I’m not sure why you would need to do that? Have you seen my joint control demo and patch? it gives you full control of the bones in the mesh even as they animate plus you can also get the proper skin vertex deformation with it.
juliusctw
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no computer for me

Post by juliusctw »

hello

haven't post for a while due to my coworker forcing me to "step away from ther computer" and take a forced vacation, due to my carpal tunnel.

sorry luke, i haven't tested your exporter, but i will as soon as i can
juliusctw
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Post by juliusctw »

Problem with lighting

hey luke, i think there's somekinda problem with the normal, if you rotate the mesh it looks dark

http://picasaweb.google.com/juliusctw/A ... 6404046866

if you don't rotate it, it seems to be fine
http://picasaweb.google.com/juliusctw/A ... 3304949778

these pics come directly from the shader tutorial where i simply replace the box with the girl

i have included the girl mesh in the google mail acount, check it out
Luke
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Post by Luke »

I’ll like to have a look, could you send me a demo of it? I’d like to test it

If it’s the exporter giving you the wrong normals, I can simply run the mesh though unwrap, and fix the exporter later.
juliusctw
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ok here

Post by juliusctw »

hello luke

here's the project file, inside it contains 2 meshs, girl.b3d and girl2.b3d. It also contains the source code which is basically the same as example 10 in the tutorial.

girl.b3d has no animation, the mesh outputs fine, but the lighting normal is kinda messed up as you will see from the executable.

girl2.b3d has animation, it is completely messed up. Vermeer keeps saying that i am doing something wrong, but every time i think i got the culprit and i keep finishing up the rest of the animation, it turns out like this. Perhaps you can take a look at it and tell me what i SHOULD NOT do.

http://juliusctw.googlepages.com/10.Shaders.zip

in case this doesn't work, i also sent a copy to our share google site
Luke
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Post by Luke »

It appears to be the shaders, I’ll pm you....
JPulham
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Post by JPulham »

Luke wrote:
would be great if we could control b3d-joints that way in irrlicht 1.1
You can if you use the patch..
where's this patch? what format is it in... does it need to recompile Irrlicht?
pushpork
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