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chicolitto

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Posts posted by chicolitto

  1. I get the general idea.

    I'm still a bit lost because there is infinite way of doing this I'm just looking for an exemple to get started.

    For exemple good practices, like :

     - When you start a new project you need to create folders for your Headers and your Sources files.

     - When you have multiple Panel in your application try this : (*any advice possible and how structure the corresponding file*)

     

    @Josh The tutorial on complexe interface is wonderful but why there is not any kind of exemple about good organisation of all this code? Nobody will want to make a big monolith in the main like that.

     

    I'm sorry I know this might seems a bit dumb, I just want to start working on an app without falling into easy avoidable pitfall. 

     

    Thanks

  2. Thanks for your answer.

     

    I will read the link with attention. I was actually thinking about a state machine to start with.

    But I have a bit trouble of understanding what you mean with the 3 other points. Could you maybe elaborate with code examples? It would be great. As I said my C++ is very rusty :)

     

    Thanks

  3. Hi,

    I'm a new user of Ultra App Kit. I looked the tutorials and something important is missing imo.

    Examples about good organisation / file structure practices. 

    When I look at the tutorials I just ask myself "how can I avoid to write everything in the same file?". I'm no C++ expert and didn't use it in a very long time.

     

    Could someone give any advices on the topic? Some example of code organisation and project structure? That could give a good inspiration to put beginners on the right path. Of course it's a very "personal" approach but I'm sure there are things to do right. 

     

    Thanks in advance

  4. Hello all,

     

    I started the developpement of my game and I thinking about my torches.

     

    I've a particles emitter for my fire and a point light on it... great but a bit dead for a fire light.

     

     

    Can someone tell me how to do realistic living fire lightning effect ?

     

     

    Should I code a script to randomly change the brightness of the light ? or is there a more performance-friend solution ?

     

     

    Thanks a lot

     

     

    Lionel

  5. Hum, Genebris I tried with the crawler material and it moves !!!! BUT the animation is wrong so the bones are probably not in the good direction. or the animation is messed up for other reason.

     

    Also when ever I try to edit the armature blender crashes on me - that me be down to me using a bleeding edge version, but I never hard that happen before.

     

    That's so wierd, I have a new model for my ghost I send it.(edit after try : file is too big even compressed)

     

     

     

     

    I have a question, could someone send me a little mesh with armature and animation that export perfectly in leadwerks ?

     

     

    thanks a lot

     

     

     

    Lionel

  6. News from the Blender exporter.

     

    So now my model appear correctly in the model editor. But I can't see the bones and the shadows move on animation play but not the mesh.

     

    What could be wrong in that case ?

     

     

    Hope that's a good starting point.

     

     

    Thanks for your help

     

     

    Lionel

  7.  

    I already tried and it's still the same. I'll try again to be sure.

     

    I also have the same problem with your model. I'm using Leadwerks exporter, setting scale, rotation and position via Ctrl+a didn't help. Bit I don't see what can be wrong with your model.

    I didn't have this problem when exporting my own model. I was using default blender skeleton, try using it.

     

    I already use default blender skeleton no ? if no tell me more about that please :)

     

     

     

    Thanks

     

     

    Lionel

  8. Hum,

     

    I tried your solution Guppy. the bones still messed up.

     

    I do what you said, so I select my bones in object mode and hit ctrl+a and select scale. I exported again the model but nothing change.

     

    I tried with the object selected in the case where I understood wrong but same problem again.

     

     

    Thanks

     

     

    Lionel

  9. Hello everybody,

     

    I'm new here and I bought LeadWerks today.

     

    I've made a pretty simple 3D character with a 400 frames animation track containing the idle and the run animation.

     

    So I read all the topic and tutorials on how to get blender models to LeadWerks. But my model armature still messed up on LeadWerks.

     

    When I export a .fbx file my animation track are here but my armature is not correctly rig to my character like in blender.

     

    If I export with the addon for Blender my animation track isn't available in LeadWerks and my armature is messed up the same way as the .fbx file.

     

     

    Please help me

     

    Thanks in advance.

     

     

    Lionel

     

     

    post-12947-0-32184800-1413485741.png

     

     

    post-12947-0-07302000-1413485769.png

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