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ArBuZ

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Everything posted by ArBuZ

  1. Make sure that maximum 4 bones affect any vertex. There is the option somewhere in the Skin modifier. Something like maximum bones per vertex. EDIT: In the Advanced rollout -> "Bone Affect Limit" set it to 4
  2. Just a thought: What frame numbers do you use while animating? I had such problem when the frame number came out of the animation range of the model ( -1 or > animation length)
  3. Thank you very much Lumooja! You helped me again 2 times in less than a 20 minutes. Thanks!
  4. I'm making parenting, but without EntityParent command. Also I interested in position only. Rotation of parent doesn't change. So question is what command would be faster in such situation. SetEntityPosition(child, GetEntityPosition(parent)); or SetEntityMatrix(child, GetEntityMatrix(parent));
  5. Hi everyone! I'm making some library now with C++. And I want to make it as dll. Is it possible to use it in BlitzMax.? I was trying to google this question, but all links Iv found lead me to BlitzMax forum. And it doesn't work now. Lets say I have some class with methods: class myClass { public void myClas(string var1, Tvec3 var2){} public void ~myClass(){} public void someMethod(TVec3 var1, TEntity entity); } How should I wrap this class in bmax. Thanks in advance.
  6. The only way to make facial animation right now in LE is to make it with bones. So actually everything depends on how you do it (the number of bones, vertexes, animation length). It doesn't differs from usual animation and in general I think it won't make any impact on the performance. The main problem is to make such animation. Its very hard process. Also you will need some way to mange this animation in your game.
  7. Yes. It will work with 3ds max9. Btw, I re-uploaded the file. Let me know if you have any problems with the exporter
  8. Hi! Actually there is a topic 3d modeling. You should post any models related questions there. Anyway, if you use my exporter, then its really has some issue with mirroring. Its all about how 3ds max represents mirroring in matrices. Anyway to fix this just reset transforms of objects. For that go to Hierarchy panel, and press reset rotation and reset scale there. (or set reset transforms checkbox in the exporter settings)
  9. I'm not quiet sure, but on the old forum there was a guy Pushedx I think. I remember he was talking something about making work LE in parallel threads. Or I might be wrong. It was a long time ago. Here is some post I found, but not sure if its has any importance for you. Maybe there is more related posts, I dont know. (http://forum.leadwerks.com/viewtopic.php?f=3&t=3635&hilit=thread) Btw Pushedx was a cool community member. He knew so many things and helped people a lot. I wonder where did he go? Why did he left our community?
  10. Its a great library! Thanks for link!
  11. As I understand CAT is Character Animation Toolkit for 3ds max. My exporter for 3ds max and FBX exporter (as far as I know ) supports only skin modifier for skinned meshes. And it doesnt matter what kind of bones does skin modifier use (It can use even boxes or spheres as bones). If CAT uses Skin modifier then I think there is no any problem to use CAT. Each frame is exported (Like you have keyframes in all frames) So my answer would be Yes.
  12. Yes, while gathering info about winForms I stumbled on WPF. If I understood right inf future Microsoft is going to completely move on this technology. So I think its a right way to go now. Ill try it. But I'm still not familiar with .NET. So I decided to start from it found one interesting book about .NET and C# for C++ programmers. Reading it now.
  13. Custom controls... Hmm.. OK, Ill try it. Thank you very much!
  14. Hi guys! I need a little advice. I'm going to create a visual editor of dialog trees, that generates XML files. Here is an approximate sketch of what I want to have: I need to have the ability to add/delete, move, resize and link/unlink this nodes. (also collapse/expand would be great). So, how do you think, what should I use to create such GUI? Will WindowsForms (.NET) be enough to make such editor? Or should I use some GUI lib for that? C++ is preferable language. But if using of the other one will make things much easier Ill learn it. Its been a long time since Ive been made such programs. Last thing I was using was MFC . But I think now there are many modern ways of doing it. Thanks in advanced.
  15. ArBuZ

    Some sample LE3 code

    I can not even try to argue with you because you are by a lot of heads taller than me in programming I just thought that Shader is a base class. And OpenGLShader and maybe DirectXShader are derived classes. But as I understand Shader* shader=new Shader(); allays returns Shader object and it can not return any other derived type. That what I meant.
  16. ArBuZ

    Some sample LE3 code

    I think static methods is a good way to go. I think constructor doesn't control memory allocation of the object itself. The compiler with the "new" command does it. All, that work with pointers must work with objects. I mean both: Mesh* meshObj=new Mesh("mesh.gmf"); Mesh meshObj("mesh.gmf"); must work. But with the exceptions you can not use second line, right? It will be similar with what Roland suggested KittenFactory fact; Kitten* k = fact.CreateFluffy() But factory will be encapsulated in the class. Kitten* k=Kitten::CreateFluffy(); That is only my thoughts. I'm not as good in programing as you guys. [Edit] Damn I type too slow. Two more posts are made
  17. ArBuZ

    Some sample LE3 code

    Isn't Shader an abstract class? And OpenGLShader is it's extension? How can constructor return different types?
  18. ArBuZ

    Some sample LE3 code

    Maybe you should place all Create/Load methods in classes as static methods. For example: Model* myModel=Model::LoadModel("myModel.gmf"); Shader* myShader=Shader::LoadShader(); And this static functions could return NULL or object itself. And in LoadShader() function you can decide what exactly type of shader to return
  19. ArBuZ

    Some sample LE3 code

    So, if we have 10 models to load we will need write try/catch 10 times for each model, right?
  20. ArBuZ

    Some sample LE3 code

    But how will you bake try/catch in to the engine? As I understand its talked about our (customer) side of programming.
  21. Sorry for picking up old topic, but recently Ive decided to figure out with precompiled headers, but cant understand some things on practice. So in the case of our LE projects, what is the right way to configure it? I mean we have engine.cpp and a lot of leo.cpp files that can not have #include "your precompied header file.h" but they do use some standard headers like "windows.h" and as I understand its better to place them in precompiled headers. Also the engine.cpp and leo.cpp dont change rapidly so they should use precompiled headers too, shouldnt they? Thanks in advanced.
  22. Are you sure you used my exporter? ( http://leadwerks.com/werkspace/index.php?app=downloads&showfile=7 ) I'm asking because I don't have any problems with exporting of your model. It exports absolutely fine. Except textures that are jpegs. All textures must be dds files.
  23. What kind of problem did you have with exporting from max? LE tools for 3ds max that I made work fine almost for everyone here. There are a lot of very useful features in the exporter that you will not find in any other export pipeline. Also I'm always ready to help But Ive never seen your posts about your exporting problems. In almost 90 percents the problem is in a model and not in the exporter.
  24. Hi. As sad in the topic after I call ClearAnimation() command I can't load any animation later. Is this expectable behavior. LoadAnimation() returns some index, like it loaded some animation. But Animate command doesn't do anything.
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