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tournamentdan

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Posts posted by tournamentdan

  1. 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

    The two Kinect configuration works really well. You can get the same quality. Though the six cameras will give you a larger working area. Also you can track two people with the six configuration.

  2. While were on the topic does anyone have any experience with mocap with a Kinect sensor?

     

    http://www.fastmocap.com/

     

    If it's any good, you could potentially create some semi decent mocap animations for around the $300 - $500 mark. Obviously it's not going to do the job like in a pro studio, but if it could give you a good head start it may be worth it.....

     

    I'm almost considering trying out the fastmocap and picking up a sensor......

     

    Any thoughts before I blindly spend the cash?

    I am still trying to figure out how they hacked the Microsoft Kinect to work on Mac.

  3. 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).

    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.
  4. The sapling add on in blender works well but, not very good for games or close up for a video render. It generates a good bit of polys. Mainly in the leaves. That is not so bad because you could easily randomly select the leaf planes and delete two thirds of the planes created (for games). Then scale the rest (planes) larger.However, when the planes are generated they are not generated compared to the origin of the branch. Meaning if you plan to use only a few textures for the leaf planes, they will not all be facing the correct way. Many will have to be rotated. I would use the Sapling add on for games or cut scenes, but I would model my own leaf planes.

  5. Forgive my poor farmers dreams, your highness.

     

    I never thought that farmers dreamed to become practical and realistic.

     

     

     

     

    This topic can be closed.

     

    Problem is this topic was closed before he even started programming Leadwerks 3.

  6. I would think Windows mobile would be more reachable than any of the major consoles for indies.

     

    While this is absolutely true. If all you ever tell your self is that you can not accomplish something. You certainly will not.

  7. I looked at the developer application. They want you to have a corporation and a bunch of other stuff, but it looks friendlier than what they had in the past, so it might actually be something we can do after the Linux port is done.

     

    I will not be fooled by comments like this any more.

  8. I would not promise something like this if I had no customers lined up who could buy it, and had no way of knowing if I could do it.

    You did. And not long after you promised, you created a console section in the forum that was private. I knew I should have screen captured that post. I would not still be here. I said in the "port to xbox" topic that support for the consoles was a make or break feature for me. You then said you were going to support them.
  9. If I get a dev kit and implement support for these, it doesn't automatically let you publish games. You still have to get your own dev kit. Until Sony or MS definitively say otherwise, I will assume it to still be true. We had the exact same conversations six years ago when the 360 and PS3 came out.

    Yes, this is common knowledge. But what if we develop our game first. And then that game turns out to be kick ***. We then try to get a dev kit with that said kick *** game. If the consoles like the kick *** game. We the developers would have to find another engine.(because you refuse to support them) Learn that engine. Develop the kick *** game on that new engine. All of which will take more time and more money. It seems to work good for a other engine. Why not you?
  10. If it did happen, you probably wouldn't be able to use it without a publishing contract and your own developer license. I've got something better in mind, anyway.

    This is the reason it would be so much easier for a Indie if you supported the two largest game platforms in the world. A developer could invest their time and money into making the best game they can make. Instead of spending money and time that they most likely do not have trying to get a dev kit.

     

    You have already promised to support the two consoles and now it looks like you are pulling back from that promise also. And what do you have in mind that would be better than a billion dollar market?

  11.  

    So if you already have a cult following, they're willing to sell you a dev kit. How generous. sleep.png

     

    What if you just want to make games and play them on your own TV? Why should there even be this walled garden?

     

    You have obviously disliked the consoles for sometime because of their "quality control"measures. Let me ask you a question. What is the difference between their selective process and you not wanting to allow people to create an add on for your editor?

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  12. First off Ken, lose the attiude. You are always the first person in a conversation to get your panties in a twist. I was not being rude or condescending. Simply just replying to your post thus using your name Ken. Twice in a whole floppin paragraph.

     

    Everyone knows that there are many hoops to jump through when it comes to geting their game on a console. I am just trying to point out that it would be extremely easier for Indies to get on the consoles if an engine supported them Ken.

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  13. Link to the information about irrlicht?

     

    Usually the difficulty getting on console is more about becoming an approved developer which is tough. Then forking out a tonne for a debug console.

     

    Even if Leadwerks became a registered Playstation developer to make Leadwerks for PS4 then each individual person / company making a game with Leadwerks for Playstation would also needs to be approved.

     

    Although they are trying to be nicer to indie's these days they aren't going to let just anyone litter their games on the PS4 willy nilly. There will still be a quality process even if it is a little less strict.

     

    To become approved you need to have a working demo, proof of finance, be a legal entity and submit your / your team's CV + other stuff just as a pre-requisite to applying to be a registered Playstation developer.

     

    So basically before you can even think of developing for PS4 you need to have a decent working demo on PC before you will even get your hands on the SDK. Getting to that full working demo point is a mission in itself trust me.

     

    Anyway just thought I would shed some light on the matter. Don't get me wrong, I love Playstation and one day myself hope to be a registered PS developer but until then there is only one thing worth doing.. Making PC games that will get me / fund my way there.

     

    I have had this debate here before and the thing about it Ken is. If Leadwerks or any engine supported the consoles, you as a developer would not need to be registered before you built your games. A hobbyist or Indies could build their games not worrying about which OS they were going to port to. Let's just say Ken when you are done with your game. And what if it was good enough to be on PlayStation or xbox? Wouldn't it be nice if your game was good enough you could have the option to port your game to one or both of those consoles so you could meet with them to get approved. And even if they do not approve you. At least you did not need to waste all of that time to port your game to that one console or money to be registered.

     

    I hate to name engine names, but you do not see PlayStation or xbox trying to sue or shut down cryengine. Yet in theory, you could develop a game for windows then if good enough easily port to consoles. Consoles are just like any other company. They like to make money. And they will gladly make money off of you.

  14. In Leadwerks 3 we chose to focus on the art pipeline, tools, and gameplay feature first before adding advanced graphics. I am sorry if you do not agree with this order of development, but it's what we are doing. No, an OpenGL renderer with deferred MSAA, hardware tessellation, and per-pixel motion blur will not be free.

     

    I myself am fine with this. People for some reason keep trying to compair the le2 renderer to what the high end renderer will be for Leadwerks 3. The high end rederer for le3 will not be equal to le2. It will be better. Thus the upgrade. Updates are for bug fixes and are free. Upgrades are for new or better features. Which are not free. Simple as that.

  15. Try not to edit your posts because most people will not re-read a post and we will not know if you are still having problems.

     

    Vertex groups have nothing to do with parenting a vertex or vertice to a bone for animation purposes. Vertex groups have two uses.(that I can think of). Let me explain these two uses so you will not be confused anymore.

     

    A vertex group is made up of a single vertex or multiple vertice. And in that group each vertex has their own assigned name. The first way you could use a vertex group is say you have a model of a gun. You would put a single bone in the gun. Then you could create a vertex group in the palm of the hand of your character. You can now parent the gun bone to the palm vertex group. You could create vertex groups in diferent areas of a mesh like gun holster, ankle holster, back, hands, etc... This is much cleaner than to place bones all over the body mesh to parent to. Also you will have some problems parenting an object bone to a skeleton bone that contains animation data.

     

    The second way to use a vertex group is if you want to create in game customizable characters or objects. For example lets say you want people to be able to change the head of your main character in game. You would make the top edge loop of the neck a vertex group. You would do the same for the bottom edge loop of the head. Both edge loops need to have the same amount of vertice or it won't look right. Then with code you could parent the neck edge loop to the head edge loop. You could do this all over the mesh to have a fully customizable character.

     

     

    As for your problem parenting mesh to bone. Once you have your bones in place it should only take all of about five seconds to parent. In blender when parenting two or more objects you need to select the child first then the parent last. Also make sure you are in object mode when selecting objects to parent. (Bones, mesh, ect...) You may have multiple layers and it is the easiest bestest way. If you can not see the bones in object mode. You need to turn on xray in the properties panel. So object mode, then select mesh, then select bones, then automatic weights.

     

     

     

     

     

     

  16. I have found that youtube can be a pretty good tool when I get stuck on something in blender. Many nice people have posted tuts for blender. Try to remember to put "2.5" in the search field. If you don't you may get a lot of videos for the old UI.

     

    I would also suggest blender cookie. http://cgcookie.com/blender/

    They have many free tuts and also paid tuts. I suggest to anyone first learning blender to buy the 2010 blender training series. You can now get it for only ten bucks. When you are done with it you will feel very confident when using blender. http://cgcookie.com/blender/cgc-series/2010-blender-training-series-intro-character-modeling/

  17. Thanks i will look into downloading rigify, can i get you with a quick question? I have my armature all set but I can't get the mesh to follow it. I looked in the vertex groups in weight painting and alot of the bones are missing from the list. I accidentally duplicated a bone a bunch of times without know it. I deleted them in object mode but they still show up in the vertex groups. For example: Arm.001.R Arm.002.R Arm.003.R and so on...how do i delete them from the vertex groups and add the correct bones? I've been stuck on this for hours blink.png

     

    You already have riggify downloaded. It comes with blender. You just have to activate it in the user preferences panel.

     

    You should not be dealing with vertex groups when it comes to parenting mesh to bones. Only weight painting.

     

    It almost sounds like you have bones on different layers or you created empties when you duplicated some things. You have to delete the empties in the outliner. Which is the top right window in blender.

     

    If you plan to use your bones you will need to un-weight then re-weight the bones to the mesh. Make sure to have all bones selected when you click weight paint.

     

    If I were you I would delete all the bones then search "blender weight paint 2.5" in youtube and watch a quick video on how to use riggify. Then use that. I promise it will be a lot easier.

  18. Some times creating a rig from scratch can be a little tricky if you are new to it. For example it is not a good idea to create a bone then place that bone where you need it then duplicate the bone then move the duplicated bone where you need it. If you do it this way there is always a chance that you can miss align the axis of each bone. Which can give you some funny looking animations. Instead, let's say that you are making a spine. You need the axis of each spine bone to be perfect. Create only one bone. Place one end of the bone at the base of the neck. Then place the other end at the bottom of the pelvis. Then use the sub-divide modifier to create how ever many bones you wish. This way the axis are all facing the same way.

     

    It is always a good idea to learn how to rig but, I strongly suggest to use the riggify add on in blender to rig a human type model. It will save you a butt load of time.

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