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Josh

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  1. I think you need to make a choice now. You have a basic implementation that will work in simple controlled circumstances. One option is to try to tune everything so that it will work in this one controlled situation. Get a basic rig working and then maybe copy the orientations of some hidden boxes to the model's bones, and just experiment with that very carefully and try to hide / avoid the situations where that implementation is not complete. This is something that AAA games do all the time. They don't showcase their weaknesses, they try to hide them. The other option is to develop
  2. Put an "L" at the front of your string like this: L"Here is a wide string"
  3. Does the icon appear in your source code file when you paste it in?
  4. Is it possible to create and display a box at the calculated position of the knee and foot?
  5. I think what is happening is the rotation calculation is probably somehow "naive". It works fine with a simple hierarchy but breaks down when parents have rotations on other axes, or something like this. This happens all the time in animation code, it is very difficult stuff...
  6. There's a lot of places this could go wrong. There are extra bones in the animated model hierarchy One of the limbs up the hierarchy is scaled to 100,100,100 One of the limbs up the hierarchy has a 90 degree pitch Any of those things could be acting in an unpredictable manner if the rotation calculation code isn't 100% perfect. If it is possible I would be looking to simply that model leg and try to get it as close as possible to the working leg. If you look at this map you can see the calculation is definitely consistent, which is good. test.map
  7. The reason this problem is difficult is because there are two layers of unknowns. Is the rotation being calculated correctly? Is the rotation being set correctly? So I am trying to eliminate one of those so I can see the other...
  8. I ran the project and it look like it is running a terrain generation program? If I run in release I mode I get this error: index field 'targetPoint' (a nil value) In spiderleg.lua, line 50, when running the "start" map.
  9. If you upload a project that is ready to run I am happy to look at it. I can't guess what your problem is, try to recreate it, and then solve it with any accuracy.
  10. How do I make it run? Nothing is moving.
  11. I tried extracting your zip archive into a new blank project and running the map but I just get a black screen.
  12. I am working on a new example here that shows creation of a more complex application: https://www.ultraengine.com/learn?page=AdvancedInterface Window::Enable() and Disable() methods are added. FolderLocation() is changed to GetPath().
  13. If you can upload the files to run the example I am happy to examine it.
  14. You don't actually need to use SetQuaternion in this situation. You could just call SetRotation. You are constructing a quaternion from a Euler with rotation only on one axis, so you aren't going to lose any precision by calling SetRotation with the Euler.
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