TecnoFreak: Blend Tree Animation System[1.2 Blendmasks]
- Kohedlo
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
This really cool , but can anybody give me SVN link.I cant find it
c++ game developer.
current project: Imperial Game Engine 2.5
current project: Imperial Game Engine 2.5
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
I have you looked at the first post on the first page!!???
http://sourceforge.net/projects/tecnofreakanima/develop
The direct link to the SVN stuff on the sourceforge page is here;TecnoFreak Animation System
Sourceforge project page
I recently posted about The Teddy Incident game and said I'd create a new one to talk about the animation system.
http://sourceforge.net/projects/tecnofreakanima/develop
- Kohedlo
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Big sorry and thanks
c++ game developer.
current project: Imperial Game Engine 2.5
current project: Imperial Game Engine 2.5
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Hi
I have only just back to using this, but since i last used it i have upgraded my system to 64 bit vista.
Now when i try and create a new project the 'ok' button is grayed out. I have read a few other people had this problem which was solved by creating a new project on the desktop but this does not work for me;
Anyone got any ideas??
PS. I am an administrator and i have tried the 'Run as adminstrator' thing as well.
I have only just back to using this, but since i last used it i have upgraded my system to 64 bit vista.
Now when i try and create a new project the 'ok' button is grayed out. I have read a few other people had this problem which was solved by creating a new project on the desktop but this does not work for me;
Anyone got any ideas??
PS. I am an administrator and i have tried the 'Run as adminstrator' thing as well.
- novaumas
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Hi al2950,
you can also create a new folder wherever you want with a file named "project.tfproj" that should have the following contents:
And then you can open the project instead of creating a new one.
Hope that helps.
you can also create a new folder wherever you want with a file named "project.tfproj" that should have the following contents:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<project>
<model_list />
</project>
Hope that helps.
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Thanks novaumas.
Whilst you are here! Just wondering if you are going to do anymore development with this or are you still hoping someone will take it off your hands!??
Whilst you are here! Just wondering if you are going to do anymore development with this or are you still hoping someone will take it off your hands!??
- novaumas
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Glad that did the trick
Development is a little bit stagnated, as my programming energy is completely drained when the weekend arrives. Having said that, this last weekend I was toying a little bit with it , but didn't get as far as to commit any changes ( I basically was removing the MOgre dependency from the editor, as I was a little bit annoyed by not always having latest Ogre there )
I'm planning to dedicate some time to work on minor stuff during this Christmas holidays ( like the MOgre removal ), but working on major features is not one of the top priorities for the holidays ( it lies somewhere in between gf+family+friends+sofa ). I have some stuff I'd like to implement, but seeing the latest progress rate I think it can take a while until I work on it again seriously.
Anyway, it's really nice to see that there's people still interested in this project!
Development is a little bit stagnated, as my programming energy is completely drained when the weekend arrives. Having said that, this last weekend I was toying a little bit with it , but didn't get as far as to commit any changes ( I basically was removing the MOgre dependency from the editor, as I was a little bit annoyed by not always having latest Ogre there )
I'm planning to dedicate some time to work on minor stuff during this Christmas holidays ( like the MOgre removal ), but working on major features is not one of the top priorities for the holidays ( it lies somewhere in between gf+family+friends+sofa ). I have some stuff I'd like to implement, but seeing the latest progress rate I think it can take a while until I work on it again seriously.
Anyway, it's really nice to see that there's people still interested in this project!
- jacmoe
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
It's an awesome project!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
.... as jacmoe this is an awesome project. I personally think it should be in ogre addons forums and have a wiki page!Anyway, it's really nice to see that there's people still interested in this project!
- novaumas
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Thanks jacmoe and al2950 ^_^
As promised, released a new version that removes the Mogre dependancy for the editor ( 1.1.3645 ). I probably wont be updating the Mogre viewport or the managed wrapper for the library any more.
There are some small details that still need to be ported properly, but just wanted to get a version of this out as soon as possible. If anyone finds any problems with the new version I'll be happy to help out.
As promised, released a new version that removes the Mogre dependancy for the editor ( 1.1.3645 ). I probably wont be updating the Mogre viewport or the managed wrapper for the library any more.
There are some small details that still need to be ported properly, but just wanted to get a version of this out as soon as possible. If anyone finds any problems with the new version I'll be happy to help out.
- nec
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Hi novaumas,
I tried to use tecnofreak and it seems to work but i have some little problems.
- the editor doesn't want to reload the runtime diagram after i saved it.
- the random node play the same animation all the time
- the select node index is shifted by -1
- do you planned to add integer parameter to control integer input (ex select node index input)
nice work
I tried to use tecnofreak and it seems to work but i have some little problems.
- the editor doesn't want to reload the runtime diagram after i saved it.
- the random node play the same animation all the time
- the select node index is shifted by -1
- do you planned to add integer parameter to control integer input (ex select node index input)
nice work
- Kyle_Katarn
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Hey novaumas,
Im trying to run your application (tecnofreak_editor_1.1.3645.zip), and I've hit a snag, it's giving me an exception:
Then throws up another exception which says basically the same thing:
Am I missing anything? =\
Im trying to run your application (tecnofreak_editor_1.1.3645.zip), and I've hit a snag, it's giving me an exception:
Code: Select all
Could not create viewport: An attempt was made to load a program with an incorrect format. (Exception from HRESULT:0x8007000B
Code: Select all
An attempt was made to load a program with an incorrect format. (Exception from HRESULT:0x8007000B
- nec
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
I don't know why but it works now, may be i wrong manipulation.nec wrote: - the editor doesn't want to reload the runtime diagram after i saved it.
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
I get the same error on Vista but it works fine on XP. What version of windows are you using?? .NET and VISTA seems to be a complete nightmare!!Im trying to run your application (tecnofreak_editor_1.1.3645.zip), and I've hit a snag, it's giving me an exception:
Code: Select all
Could not create viewport: An attempt was made to load a program with an incorrect format. (Exception from HRESULT:0x8007000B
Then throws up another exception which says basically the same thing:
Code: Select all
An attempt was made to load a program with an incorrect format. (Exception from HRESULT:0x8007000B
Am I missing anything? =\
- Kyle_Katarn
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
Im running Windows 7 Ultimate 64bit. I read the stuff about the command line, but they didnt mention the error I get.
- waynhim
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
I'm having a trouble while trying to compile the Animation System Test. At first it crashed at startup from Visual C++, but from the direct .exe execution it started up but then didn't have any rendering subsystems available. I've had the second problem before and so I went and set the Working Directory under Properties. This fixed the crashing at startup problem, but it still doesn't give me any rendering subsystems. What should I do to fix this?
- waynhim
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Editor]
I finally managed to get the code working, but as I'm experimenting with it trying to get my meshes and animations working I can't figure out where to change the model in the Animation System Test code, I thought it was changed in "trunk\AnimationSystemTest\src" on line 140, but if I change that to it still loads Friki.mesh and doesn't even try to load invalid.mesh.
Code: Select all
Entity* ent1 = mSceneMgr->createEntity( "Friki", "invalid.mesh" );
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- Gnoblar
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
novaumas, thank you for such a great tool!
However, it failed to load properly my models (null pointer exceptions & etc.), so I've rebuilt the editor from sources (using VS 2008) and it looks like marshaling strings from GetAnimationNameImpl to managed code doesn't work correctly. To fix this problem I've changed your code at TecnoFreak.Ogre.PlatformImplementation line 124 to
and changed the declaration of GetAnimationNameImpl to
Any chance to commit this fix?
However, it failed to load properly my models (null pointer exceptions & etc.), so I've rebuilt the editor from sources (using VS 2008) and it looks like marshaling strings from GetAnimationNameImpl to managed code doesn't work correctly. To fix this problem I've changed your code at TecnoFreak.Ogre.PlatformImplementation line 124 to
Code: Select all
String animationName = Marshal.PtrToStringAnsi( GetAnimationNameImpl( animationIndex ) );
Code: Select all
[DllImport( "TecnoFreakViewportOgre.dll", CharSet = CharSet.Ansi )]
static extern IntPtr GetAnimationNameImpl(Int32 animationIndex);
- oddrose
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
Original question: Is there some documentation or an example of how to use it in an application?
EDIT: Sorry, I found the SVN repository. My bad.
http://tecnofreakanima.svn.sourceforge. ... ima/trunk/
EDIT: Sorry, I found the SVN repository. My bad.
http://tecnofreakanima.svn.sourceforge. ... ima/trunk/
- novaumas
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
@ Kyle_Katarn: Sorry to hear that... It's probably me that I'm missing something, but I don't have Vista / Win7 / 64 bit system, so I cannot reproduce the problem
@nec: It's cool when things magically solve themselves... unless when they're an intermittent bug... in that case it's hell on earth. If you manage to get a repro case let me know
On the integer parameter, I did plan it, but being realistic and given how much time I'm dedicating to the project I don't think I'll be adding it anytime soon. It's just light maintainance work what I'm doing/willing to do right now.
@waynhim: AnimationSystemTest is not a good code sample, it's more of a playground for me to test stuff, but that line you're is the only one that loads an entity as far as I know, so the change you mention should load the mesh you tell it to . Also, the animation system will not do any mesh loading behind the scenes.
@mono2k: Thanks for the changes! I didn't know that that is the proper ( as in less chance of killing the app ) way of passing strings around... I'll update the code in the repository to follow your suggestion.
Btw, I'm always open to bug fixes and improvements/features that make sense
@oddrose: Great that you managed to find it.
I'm very happy people are still using this... it's incredibly nice when I hear about someone using it to do interesting stuff
@nec: It's cool when things magically solve themselves... unless when they're an intermittent bug... in that case it's hell on earth. If you manage to get a repro case let me know
On the integer parameter, I did plan it, but being realistic and given how much time I'm dedicating to the project I don't think I'll be adding it anytime soon. It's just light maintainance work what I'm doing/willing to do right now.
@waynhim: AnimationSystemTest is not a good code sample, it's more of a playground for me to test stuff, but that line you're is the only one that loads an entity as far as I know, so the change you mention should load the mesh you tell it to . Also, the animation system will not do any mesh loading behind the scenes.
@mono2k: Thanks for the changes! I didn't know that that is the proper ( as in less chance of killing the app ) way of passing strings around... I'll update the code in the repository to follow your suggestion.
Btw, I'm always open to bug fixes and improvements/features that make sense
@oddrose: Great that you managed to find it.
I'm very happy people are still using this... it's incredibly nice when I hear about someone using it to do interesting stuff
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
Hi... again!
I am trying to build the editor from source but i keep running into a problem. Everything builds ok apart from the MOgre stuff but iam assuming that not needed anymore. When i run it i get this error;
That dll has been built and is present in the directory. Any ideas where i might be going wrong. I have never written any C#, but learning!
I am trying to build the editor from source but i keep running into a problem. Everything builds ok apart from the MOgre stuff but iam assuming that not needed anymore. When i run it i get this error;
When i debug the code it seems its this method/line that causes the Exception (file: PlatformImplementation.cs)Could not create viewport: Unable to load DLL 'TechnoFreakViewportOgre.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
Code: Select all
public void Init( String windowHandle )
{
InitImpl( windowHandle );
}
- novaumas
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
Hi al2950,
You're correct, the MOgre stuff is not needed anymore, although it should still compile and be usable ( but will not be developed any more... )
That dll is generated by the c++ solution so you'll need to build both ( the build configuration is a little bit of a mess I know... ), but if you have that, it also may be that TechnoFreakViewportOgre.dll is failing to load due to some other dll it requires like the Ogre dlls or the animation system dll not being there.
Just to be sure, here are the ones I have in my folder:
AnimationSystem.dll
cg.dll
OgreMain.dll
Plugin_CgProgramManager.dll
Plugin_OcreeSceneManager.dll
RenderSystem_Direct3D9.dll
TecnoFreakCommon.dll
TecnoFreakPlugin.dll
TecnoFreakViewport.dll
TecnoFreakViewportOgre.dll
TFControls.dll
WeifenLuo.blahblah.dll
You're correct, the MOgre stuff is not needed anymore, although it should still compile and be usable ( but will not be developed any more... )
That dll is generated by the c++ solution so you'll need to build both ( the build configuration is a little bit of a mess I know... ), but if you have that, it also may be that TechnoFreakViewportOgre.dll is failing to load due to some other dll it requires like the Ogre dlls or the animation system dll not being there.
Just to be sure, here are the ones I have in my folder:
AnimationSystem.dll
cg.dll
OgreMain.dll
Plugin_CgProgramManager.dll
Plugin_OcreeSceneManager.dll
RenderSystem_Direct3D9.dll
TecnoFreakCommon.dll
TecnoFreakPlugin.dll
TecnoFreakViewport.dll
TecnoFreakViewportOgre.dll
TFControls.dll
WeifenLuo.blahblah.dll
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
Doh!! Just worked it out, was hoping you would not have replied so quickly!!!
However the reason I am compiling it myself was because sometimes I get this error within the editor when loading a model;
However the reason I am compiling it myself was because sometimes I get this error within the editor when loading a model;
I originally thought this might be something to do with most of my models being exported for Ogre 1.7, but now i dont think that is the problem, any ideas!?Error: Unable to load model in file
'G:\data\..............\.\.\....\'
Details: External component has thrown an exception
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
Think i have solved my problems, just needed to have a look at the Ogre.log.
Thanks for your help again novaumas
Thanks for your help again novaumas
- nec
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Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi
Hello,
Since I have reinstalled my windows xp, i'm unable to launch tecnofreak, it throw the exception
any idea?
thx
Since I have reinstalled my windows xp, i'm unable to launch tecnofreak, it throw the exception
(I installed .net framework 2.0)Could not create viewport: unable to instanciate viewport plugin!
any idea?
thx