Jump to content

SpiderPig

Developers
  • Posts

    2,277
  • Joined

  • Last visited

Everything posted by SpiderPig

  1. Hmm it crashes with an out of memory range error. My class inherits Object so the function is available and compiles. void NotificationManager_UpdateHook(shared_ptr<Engine::Object> source, shared_ptr<Engine::Object> object) { } ... void NotificationManager::Init() { AddHook(HOOKID_UPDATE, NotificationManager_UpdateHook, Self()); }
  2. Yup. It's not working with Steam.
  3. Oh... wait. I don't think my paths are actually pointing to steam. One sec...
  4. I'm using the latest steam version on the dev branch and get the error popup "Invalid function syntax fot hook ID 2". This is my code. void NotificationManager_UpdateHook(shared_ptr<Object> object) { } ... void NotificationManager::Init() { world->AddHook(HOOKID_UPDATE, NotificationManager_UpdateHook, Self()); } Based on the parameters for AddHook() my function syntax looks correct... and HOOKID_RENDER works.
  5. Here's a few videos I've found on how to deal with animated objects in blender. Specifically transforming them to new locations, and scaling an armature with animations. (Like from mixamo) In this video the only thing that needs to be done different for armatures with animation tracks, is instead of going "Ctrl+A->Apply Transformations". Go "Ctrl+A->All Transforms to Deltas". This will scale the keyframes for the animations as well.
  6. I recall you rotated six terrains to make a cube, then used a vertex callback to position all the vertices at a constant radius from the centre. Or has this changed?
  7. Wouldn't this break the idea of making sphereical worlds?
  8. I can convert the local matrix to a quaternion. I've been looking over the Leadwerks mdl exporter too, although half the stuff no longer works the same in blender 4.0.
  9. There is a local matrix that has the bones position local to its parent. I've since disabled converting the matrices to Y up so I'm left with raw blender data. I think I understand what's going on now.... we'll see.
  10. I don't quite understand the exactly what's needed in the bone data. I think that's the only issue I have left. This is going to be hard to explain, so bare with me. I understand that both bone position and rotation should be local to their parent. What I was doing is getting the local bone position like this. bone_local_pos = bone.global_position - bone.parent.global_postition However that only works if the quaternions are left as this. I knew from the start this probably wasn't correct. quat.x = 0.0 quat.y = 0.0 quat.z = 0.0 quat.w = 1.0 I think what I need to is rather than setting the bone position to the "yellow dot" relative to the "red dot." I need to calculate the "blue dot", and then the "quaternion will be the "orange angle". The "blue dot" will basically be the normal the parent bone is pointing * the length of the child bone. This is the only way I see Ultra being able to give the correct bone position with bone rotation. Am I on the right track or have I utterly confused you?
  11. Standalone... I'm using build 663
  12. No it appears to be random. I just clicked this Grass folder and it only generated three of six. It's not animated. Grass.zip
  13. I'm seeing a few thumbnails not being rendered. From DDS, GLTF and MAT to MDL. Here's one of the files (converted from fbxtomdl.exe) that does not have a thumbnail. G3D_Tests.zip
  14. Click view->show skeleton and there is no skeleton visible. G3D_Tests.zip
  15. Updated. Improved speed when exporting large amounts of vertices.
  16. Thanks. Bone positions the same? Local to parent?
  17. @Josh I'm giving animation a go and just need to confirm a few things to help me debug; In LoadBone(), is the bone position; Global coords Local to skeleton Or, Local to the parent bone Is bone->quaternion; The rotation of the bone toward the position of it's child? For example, blender only stores the tail and head positions of bones when they are created. No matter the direction the bones are facing when they are created, they have a rotation of 0 on all axis. E.g. All the bones in this shot have a rotation of 0 an all axis; Do I need to calculate what these rotations would be for Ultra? You are correct. Animation is hard.
  18. Okay, let me know when it's done and I'll get blender to export it.
  19. Interesting! I havnt looked at embeded colliders yet. Is the data the same as the external collider? With the json then the binary?
  20. My character has a basket attached to the hand bone, when he walks / runs the basket goes on a wild ride. Is it possible to change the strength the animation has on the hand bone so that the arm doesn't swing as much during a run? I was thinking I'd have to set the strength per bone up to the shoulder, so the shoulder remains at 1.0 and the hand goes down to 0.1 or something small.
  21. Updated download. Works with 0.9.6 Fixed a bug where saving a child's position was global instead of local
  22. Why is the stride now 88? I don't see any extra information saved, is it for future development?
  23. Just a minor error in the loader. If the stride is wrong it gives the wrong info. if (vertexstride != 88) { Print("Vertext stride must be 84"); return false; }
×
×
  • Create New...