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  1. Today
  2. Josh

    Bone Attachments

    The physics system is an IK system, and could be used for character joints. It's not easy, but renaming a bunch of commands would not make it any easier.
  3. It is useful for IK Foot Placement to prevent this
  4. Josh

    Bone Attachments

    No plans for this.
  5. How about IK system ? which can make character left hand to be attached to a grip of gun, or even 2 hands weapon like long axe
  6. Josh

    VSCode Lua debugger

    Oh god, it's not compatible with 5.1 nor is it compatible with 5.3. What are these guys thinking?
  7. Josh

    VSCode Lua debugger

    I don't know what Lua file is supposed to get executed.
  8. aiaf

    VSCode Lua debugger

    You need the luasocket dll and socket.lua somewhere lua can find: http://w3.impa.br/~diego/software/luasocket/installation.html
  9. Josh

    Bone Attachments

    Bones can also be positioned with code, using many of the same commands as the entity system (although they are not the same code internally).
  10. Looks great! What if we wanted to animate an object manually? Like use code to make a player walk over certain obstacles, is this possible?
  11. Josh

    Bone Attachments

    In Leadwerks Game Engine 4, bones are a type of entity. This is nice because all the regular entity commands work just the same on them, and there is not much to think about. However, for ultimate performance in Leadwerks 5 we treat bones differently. Each model can have a skeleton made up of bones. Skeletons can be unique for each model, or shared between models. Animation occurs on a skeleton, not a model. When a skeleton is animated, every model that uses that skeleton will display the same motion. Skeletons animations are performed on one or more separate threads, and the skeleton bones are able to skip a lot of overhead that would be required if they were entities, like updating the scene octree. This system allows for thousands of animated characters to be displayed with basically no impact on framerate: This is not some special case I created that isn't practical for real use. This is the default animation system, and you can always rely on it working this fast. There is one small issue that this design neglects, however, and that is the simple situation where we want to attach a weapon or other item to an animated character, that isn't built into that model. In Leadwerks 4 we would just parent the model to the bone, but we said bones are no longer entities so this won't work. So how do we do this? The answer is with bone attachments: auto gun = LoadModel(world, "Models/gun.gltf"); gun->Attach(player, "R_Hand"); Every time the model animation is updated, the gun orientation will be forced to match the bone we specified. If we want to adjust the orientation of the gun relative to the bone, then we can use a pivot: auto gun = LoadModel(world, "Models/gun.gltf"); auto gunholder = CreatePivot(world); gunholder->Attach(player, "R_Hand"); gun->SetParent(gunholder); gun->SetRotation(0,180,0); Attaching an entity to a bone does not take ownership of the entity, so you need to maintain a handle to it until you want it to be deleted. One way to do this is to just parent the entity to the model you are attaching to: auto gun = LoadModel(world, "Models/gun.gltf"); gun->Attach(player, "R_Hand"); gun->SetParent(player); gun = nullptr; //player model keeps the gun in scope In this example I created some spheres to indicate where the model bones are, and attached them to the model bones: Bone attachments involve three separate objects, the entity, the model, and the bone. This would be totally impossible to do without weak pointers in C++.
  12. Has anyone been able to use the Lua debugger VSCode extension by "devcat"? I am trying to get this working. It requires luasocket and I am not sure how to set that up.
  13. Yesterday
  14. The solution by Josh works for me. Now instead of having a single 2 gigabyte file, I have several smaller files with the same content as the single file. This is the solution given by Josh. (I have pushed it at the beginning of the thread for rest of the users if anyone has the same problem):
  15. How now was exactly the solution for this ? Could somebody maybe simply sum up ? thx
  16. I just re-read my old blogs. hahahahaha

  17. @Josh , has anyone else ever had a data.zip with size larger of 2 gigabyte before?? Has anyone else had this problem or similar with large file datas??
  18. Josh, can i make a video (for the forum) explaining my problem, and how your help with the secret setting spliting data.zip files solve the problem??? Hahahahaha, is funny!! The EXE doesn't work with the original DATA.ZIP(1,8 gigs). But if i try it with the 15 files data.zip created with the change on the CFG (87 mb - 180 mb per file) the EXE works OK!!! Anyway, i will work in a new BLANK PROJECT and move ONLY the files i need to it. 43 gigs of project is not a good number.
  19. JOOSSSHHH!!!!!!!!!! WITH THE DATA.ZIP TWICED with the number you give... MY PROJECT WORKS AGAIN!!!!! I CAN'T BELIEVE!!!! I will make a VÍDEO to show you!!!! Again i say something i said before!!! I love you man!!!! I will build a House in "The Gran Vía"!! I will make the vídeo recording the problem with DATA.ZIP bigger than 1.8 gigas...
  20. Since we had talked about trying "blank projects" to compare the files that were generated in them with the files generated of my project, I understood that "new project" you asked me was referring to that "Blank project". It seemed strange to me, but perhaps you still saw something that my computer generated when exporting projects with Leadwerks.
  21. Josh, he attached a blank, published standalone project in an earlier post in this thread that he says also doesn't work for him.
  22. Appears this: maxpublishzipsize=-2147483648 I will change for example like this??? maxpublishzipsize=-268435456 Putting - too?
  23. There is something else you can try. There is a secret setting you can add to the Leadwerks config file found at "Documents/Leadwerks/Leadwerks.cfg" "maxpublishzipsize" is the maximum zip file size, in bytes. Try adding that key in with a value of maybe 268435456. Then start Leadwerks and publish again, and it will create multiple zip files.
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