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macklebee

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Posts posted by macklebee

  1. On 6/25/2017 at 2:32 AM, Marcousik said:

    That's what I was saying, I don't understand where is your problem,  you have to do this and nothing else:

    1) upload your characters .obj in mixamo

    2) Let MIxamo build an auto-rig Skeleton, and choose one animation

    3) export/download as .fbx WITH skin !!

    4) Put .fbx in a folder, Leadwerks does the rest of the job, your turtle will jump and run.

    You don't need to load any animation out of an other model !

    Ask if you encounter problems... 

     

    4 hours ago, karmacomposer said:

    I just cannot get Mixamo to import the turtle (or any model) with textures, even though they are perfect in UU3D before I upload and when I export the rigged obj file from Mixamo to fbx - no animations are saved with it even though I went through all the trouble of adding animations and saving them to the character.

    I just don't know what I am doing wrong here.

    Mike

    Did you perform step 2?

  2. 1 hour ago, karmacomposer said:

    Choose one animation?  How do I get all of them in there afterwards?

    Mike

    Do exactly what I, marcousik, and gamecreator posted. Apply the animation to the model in Mixamo and then export the animation as FBX with SKIN. You will end up with several single sequence animated meshes. Use the LE Model Editor to load the animations onto your base model, save the file, and then party.

  3. 3 hours ago, gamecreator said:

    You can put your FBX files into your project folder and Leadwerks will convert them to MDL files.  You can then open your model in the Model Editor and go to File, Load Animation to load an animation from an MDL file.

    well... kinda. There are a lot of caveats to that when using models and animations from mixamo. Mixamo used to rename bones depending on if its a skinned animation or not, and at one point had added root bones. Leadwerks will only allow you to load animations onto an existing rigged model that has the exact same bone names and hierarchy. The solution i found to be the easiest is to apply the animation to my model in mixamo then export it as a skinned animation. Then I can load the animation onto my base model in the LE Model Editor. Other than that, you are left going through renaming the bones by hand to get them to match.

    • Upvote 1
  4. 1) The shadow shader you are looking for is the Shaders/Model/Shadow/shadow+alphamask.shader

    2) Its difficult to understand the problem you are showing - it could very well be an issue with the model. May need the actual model to understand the problem.

  5. 8 hours ago, Crazycarpet said:

    Josh probably simply forgot to expose the Window class to Lua.

    The other window styles available work just fine, but for some reason 'Window.FullScreen' or 'Window.Fullscreen' no longer works.

     

    Quote

    "Window" or "window" it's certainly not "window" because you're assigning the global variable and never reading from it... big difference.

    It errors whenever the variable 'window' is used after it fails to create the window due to the fullscreen style not working any more.

  6. On 5/19/2017 at 5:29 PM, ccss said:

    I need to create a series of still images from inside my game project.

    I can't seemed to find any api commands (lua) that would allow me to do this.

    There is the Context.Screenshot() function, but calling this function will immediately end the game and open up a steam page.

    How can I grab a screen rendering and save it to disk via Lua?Thanks

    Just perform the context:Screenshot() based on a key hit - because it does not immediately end a game.

    if window:KeyHit(Key.P) then
        context:Screenshot("c:/screenshots/image_"..Time:GetCurrent()..".tga")
    end

    Run your game's executable and not through the editor if you don't want a steam pics page to open after the game closes - of course, do not initialize steam in your game either...

  7. This example shows the issue Haydenmango is describing where the child is slow to follow the parent's movement:

    window = Window:Create()
    context = Context:Create(window)
    world = World:Create()
    camera = Camera:Create()
    camera:Move(0,0,-4)
    light = DirectionalLight:Create()
    light:SetRotation(35,35,0)
    
    parent = Model:Box()
    parent:SetColor(0.0,0.0,1.0)
    
    child = Model:Box()
    child:SetColor(1.0,0.0,0.0)
    child:SetMass(1)
    child:SetPosition(2,0,0)
    
    joint = Joint:Hinge(0,0,0, 0,0,1, child, parent)
    
    while true do
        if window:Closed() or window:KeyDown(Key.Escape) then return false end
    
    	p = window:GetMousePosition()
    	p.z = 4
    	p = camera:UnProject(p)
    	parent:SetPosition(p)
    
    	Time:Update()
    	world:Update()
    	world:Render()
    	context:Sync()
    end

     

    • Upvote 1
  8. http://www.leadwerks.com/werkspace/blog/1/entry-1866-common-bottlenecks/page__st__20#commentsStart\

     

    ... and you would probably save more performance with bones than with reducing polygons, although I would do both. You could disable the skeleton at the wrist and ankles at lower resolutions, and the mesh would just be weighted to the 100% to the parent bones.

     

    Of course this would do nothing for performance when a lot of characters were immediately surrounding you. I don't recommend trying to make Left 4 Dead with Leadwerks, but if someone develops a commercial game that heavily uses a lot of characters onscreen at once it is something I will try my best to support.

    • Upvote 1
  9. I would expect 100 rigged crawlers to have a more significant expense when moving than 100 collapsed crawlers. The rigged crawler has 24 bones, so the engine is having to update not just 100 models but 2500 entities when you perform a Move().

     

    Same idea with the navmesh navigation. And it may be worse with the character models you are trying- how many bones do they have? Then add animation ontop of that... One way to lessen the animation costs is to perform animation only in the Script:Draw() function. The only thing that might lessen the navmesh navigation is if Josh implements model LOD's at some point (like we had in LE2) - where at some distance the model can be swapped for a non rigged version of the model.

     

    As far as FPS though - that's very subjective and will vary from computer to computer, but IMO if you can still achieve a fairly stable 60 fps then you are probably alright. And in some games, you might not need it that high, depends on the game/gameplay, etc...

    • Upvote 2
  10. Maybe I missed something. I'm talking about the character falling through the platform.

     

    yeah- this post was about the character controller not rotating unless the controller was moving... because someone wasn't using an up to date version. The problem you are referring to is a completely different issue.

     

    And yes, i do see that... but it only occurs on the start of the program - almost like the character physics werent created all the way yet prior to the platform moving. if you jump several times, you can get the character to land on top of the platform and its all okay after that. Definitely an issue, but as Josh is implementing the new newton physics engine version in a new way in this beta i suspect there will be issues. You should definitely make a bug report.

  11. Here is how I solve it.

    or just update your project to three of the available versions, beta (Ver4.4), stable (Ver4.3), or Ver4.1. This latest issue was caused by an "optimization" in the Ver4.2 that was resolved within Ver4.3 beta and was never part of the Ver4.3 stable release.

  12. I can't get this to occur. Can you give more information about your emitter settings? Also, the Play() like many LE commands probably shouldn't be called every loop as it's meant to only resume playing a paused emitter.

     

    I am not having any issues with this simple example:

    window = Window:Create("Example", 0, 0, 800, 600,window.Center)

    context = Context:Create(window)

    world = World:Create()

    camera = Camera:Create()

    camera:SetPosition(0,1,-1.5)

    light = DirectionalLight:Create()

    light:SetRotation(35,35,0)

     

    prefab = Prefab:Load("Prefabs/Effects/smoke.pfb")

    prefab = tolua.cast(prefab,"Emitter")

     

    while not window:KeyHit(Key.Escape) do

    if window:Closed() then return false end

     

    if window:KeyHit(Key.Space) then

    if prefab:GetPaused() == true then --emitter is paused

    prefab:Play()

    else --emitter is not paused

    prefab:Pause()

    end

    end

    Time:Update()

    world:Update()

    world:Render()

    context:SetBlendMode(Blend.Alpha)

    context:DrawText("Press Space to Play/Pause",2,2)

    context:SetBlendMode(Blend.Solid)

    context:Sync(true)

    end

     

    Was thinking wonder if the Start function isn't being called in your emitter as prefabs don't call the start of child entities?

    If the parent has a script, it will call the child script's Start() unless otherwise specified by NoStartCall. If the prefab is just the emitter as the prefab or the parent of the prefab then it will play with or without a script if the emitter settings are set that way.

     

    And yes, the SetLoopMode needs to be set... bit i assumed he did that when he created the emitter prefab?

    • Upvote 1
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