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neseir

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Posts posted by neseir

  1. Hi

     

    I often switch of the internal speaker on my laptop and uses a USB headphone set (some programs just will not detect or prefer the USB headset and it is easier to just switch of the internal speaker and microphone to force all audio input/output to the headset). This causes the Leadwerks Editor (and programs that uses the LE engine) to fail to start if I forget to reenable the internal speaker again after disconnecting the USB headset (get the same message as listed with just a terminated line in the log file).

     

    If started from the console, LE will log some information about not able to find a sound device and then terminate. Enabling the sound device solves the problem for me but a warning instead of termination of the application would be great..

     

    //Eirik

  2. Hi Tjheldna

     

    Pitty, I ended up with Brekel and had some animations exported and attached to a mesh in Blender which worked well. I purchased Brekel Body since the trial worked ok. Have not tested any other export format since it was the Blender export (bvh/fbx) files I was looking for.

     

    Fastmocap looked a bit more polished but I'm not sure if that is on expence of tweeking possibilities (which I find great i Brekel).

     

    Anyway, thanks for the information.

     

    Regards

    Eirik

  3. Hi tjheldna

     

    Did You successfully export any captured animations ? I have just received my Kinect sensor and are going to test with ipisoft and Brekel (both trial). Planning to import the captured animations into Blender.

     

    Regards

    Eirik

  4. Hi

     

    Testet shadmars program on my laptop and I get steady 45 + (starts on 55+) frames per sec. using 1000 boxes (Lenovo 530W with nVidia card). Setting the amount of boxes to 500 gives an average of 400+ frames (difficult to see because it changes a lot but it looks like the average is around 400).

     

    BR

    Eirik

  5. Hi

     

    using the physicstest I get a sluggish respons (and sometimes a crash) while the physicstestold is smooth. It looks like the difference in the lua script is just that the app.lua creates one box (base) prior to the loop while the the appold.lua creates just the boxes in the loop (no base). The other changes mentioned seems to be in both lua script.

     

    Does the size of the .exe file reflects other changes to (the file marked as old is some bigger than the other exe file) ?

     

     

    BR

    Eirik

  6. Absolute. The raw tracking is often fluid in motion when smoothed in the tracking software but especially the torso is often stiff (unatural) and wrist and ancle rotated wrong (not aligned with the tracking), but it should give a decent basis for a animation.

     

    I think I will do the same as tjheldna and just ordered a Kinect Windows version (a little bit more expensive but adapted and licensed to be used on windows for SDK and development). If I'm going to use IpiSoft or fastmocap I'm not sure about at this point (fastmocap does not have a trial so it would be nice if someone posted their experience with it rolleyes.gif ). Express of ipisoft is some more expensive but available with trial.

     

    The capture area is some smaller than with a PS Eye configuration but it suits me well (2x2 meter) as a starter (and much more easy to calibrate it looks like).

     

    Will post some updated information as soon as I get the sensor.

     

    Regards

    Eirik

  7. There are two different Kinects. One for the xbox and one for the pc. You would have to buy the Kinect for windows.http://www.amazon.com/Microsoft-L6M-00001-Kinect-for-Windows/dp/B006UIS53K/ref=sr_1_1?ie=UTF8&qid=1375033782&sr=8-1&keywords=kinect+for+windows I use Ipisoft and it works well for me. A few things to remember. Camera positions are critical. And the more cameras the better. I use six cameras. You can even use two kinects which works pretty well.

     

    Thanks, I suspected that there were two versions of the sensor but had already purchased 3 PS Eye cameras so I did not continue with the search for more information. Have You tested the two kinect sensors configuration compared to the six camera configuration You are using now ? I'm planning to use the basic edition adding one more camera to the configuration I already got.

     

    BR

    Eirik

  8. I have not tested fastmocap but it sounds interesting. Have tested some with ipisoft's motion capture system and got some mixed results (using 3 PS Eye cameras). Tried to ask for a Kinect that I could controll from Windows but they said at the store that I could not connect the Kinect sensor to windows. On the mocap site it looks like the only thing You need is a extra power adapter). Ipisoft to supports kinect at basic level (295 I think).

     

    At its best ipisoft tracked all my motions very accurate but sometimes it lost track of my arms. Looked like it would require some additional work before the captures could be applied.

     

    Anyway, if there are specific motions that You are looking for there are a lot of them available at this site http://mocap.cs.cmu.edu/search.php?subjectnumber=%&motion=%

     

    As I can see they should be available with no restrictions for free.Have not got to the point I have tested them but it looks like many typical motions are covered.

     

    BR

    Eirik

  9. Hi

     

    Came across a promotion video for this company http://www.xtr3d.com/products/extreme_motion. Looks promising but I could not find any real demo (just youtube clips and some requests links for asking for the sdk price) and a Windows 8 example (which I'm not able to download using windows 7 I think).

     

    Had been cool to test but I have some doubts regarding the typical speed of the webcams on e.g. a laptop (think my get most 15 frames and blurring all motions if they are to quick.

     

    A lot of cool games/variations that could use such an easy and available tracker technology (all software except for the webcamera).

     

    BR

    Eirik

  10. Strange. Got the same problem with performance and did as suggested with renaming the .exe file and the cfg file and then it ran at full speed again. I have a thinkpad lenovo with some weird energy profiles where it selects a Intel 4000 card if no heavy rendering is done or a NVidia card (K1000 I think) for full performance. Suspect the profile stuff on the portable PC is playing some tricks resulting in the really bad fps I got (minutes on loading the editor and 0.x fps after finished loading). Anyway running at full speed now with the renamed files :-)

     

    BR

    Eirik

  11. Hi

     

    Is it possible to use draw commands like the context functions to create a texture runtime ? I think I saw a simular questions where he who asked it solved it by using OpenGL commands instead of functions in Leadwerks but it would be nice if this was supported in the engine.

     

    The idea is to create textures with information drawn using functions like drawtext and drawimage and apply the created texture to an entity.

     

    Regards

    Eirik

  12. Hi Josh

     

    Tested now with a not modified leadwerks.h file (fresh update of Leadwerks). Using VS 2010 (Professional edition) I still get this :

     

    1>------ Rebuild All started: Project: CTest, Configuration: Debug Win32 ------

    1>Build started 08.04.2013 20:16:19.

    1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(299,5): warning MSB8004: Output Directory does not end with a trailing slash. This build instance will add the slash as it is required to allow proper evaluation of the Output Directory.

    1>InitializeBuildStatus:

    1> Creating "Debug\CTest.unsuccessfulbuild" because "AlwaysCreate" was specified.

    1>ClCompile:

    1> main.cpp

    1>C:\Leadwerks\Engine\Source\Leadwerks.h(190): fatal error C1083: Cannot open include file: 'dirent.win32.h': No such file or directory

    1> App.cpp

    1>C:\Leadwerks\Engine\Source\Leadwerks.h(190): fatal error C1083: Cannot open include file: 'dirent.win32.h': No such file or directory

    1> Generating Code...

    1>

    1>Build FAILED.

     

    BR

    Eirik

  13. Hi

     

    This is the included folders :

     

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\thirdParty\pthreads.2"

    /I"C:/Leadwerks\Engine\Source\Libraries\freetype-2.4.7\include"

    /I"C:/Leadwerks\Engine\Source\Libraries\OpenAL\include"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dMath"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dContainers"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dCustomJoints"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\openCL"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\core"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\meshUtil"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\physics"

    /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\RecastDemo\Include"

    /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DetourCrowd\Include"

    /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DetourTileCache\Include"

    /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DebugUtils\Include"

    /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\Recast\Include"

    /I"C:/Leadwerks\Engine\Source\Libraries\HACD\src\HACD_Lib\inc"

    /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\newton"

    /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\Detour\Include"

    /I"C:/Leadwerks\Engine\Source\Libraries\tolua++-1.0.93\include"

    /I"C:/Leadwerks\Engine\Source\Libraries\LuaJIT-1.1.6\dynasm"

    /I"C:/Leadwerks\Engine\Source\Libraries/lua-5.1.4"

    /I"C:/Leadwerks\Engine\Source\Libraries/glew-1.6.0/include/GL"

    /I"C:/Leadwerks\Engine\Source\Libraries\glew-1.6.0\include"

    /I"C:/Leadwerks\Engine\Source\Libraries\enet-1.3.1\include"

    /I"C:/Leadwerks\Engine\Source\Libraries\zlib-1.2.5"

    /I"C:/Leadwerks\Engine\Source"

    /I"C:/Leadwerks\Engine\Source\Libraries\freetype-2.4.3\include"

     

    I can't find any referance to the extra folder and only two headerfiles named win32.xxxxxxx.h (opengl and window). The dirent.h should be named win32.dirent.h if available as the leadwerks.h header files tries to include (if the extra folder was also added to the include path) or using the dirent.h name if the \Leadwerks\Engine\Source\extra should be used.

     

    BR

    Eirik

  14. Hi

     

    When compiling a new C++ project created from the Leadwerks 3.0 Editor I get a message that the leadwerks.h file tries to include dirent.win32.h which it cannot find. Searching for this file confirmes that I do not have it installed. Changing the entry #include "dirent.win32.h" on line 190 in the leadwerks.h header file to #include "extra\dirent.h" which I presume does the same works ok but is this the proper way to solve this or should I install/refer to other components that the LE 3 engine depends on ?

     

    Regards

    Eirik

  15. Hi

     

    Starting Leadwerks 3.0 studio on a PC with disabled soundcard (portable used in dockingstation) fails with no messages (unless started from a command-shell where it complains about not beeing able to start due to error of soundsystem). The log from the editor (Leadwrks.log) is just closed without flushing the buffer (not completed. Terminates while logging the startup of the default project without ending the current line).

     

    Enabling the soundcard solves this but a message either in the log or on the desktop would be nice (would have saved me a lot of time and frustration yesterday rolleyes.gif ).

     

    Regards

    Eirik Nesje

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