Hello,
I'm trying to replace model in crowd demo and have a problem.
As the crowd demo have a limit support model with 20 bones or below, I made a character model have 18 bones with animation and export it. The model and animation looks good in ceguiMeshViewer. But when I replace "robot.mesh" in crowd demo to my model, I got twisted models and wrong animation when running modified demo. It seems all bones got wrong transformation(animation) matrix? It's anyone can help?
Thanks!!
Help: Crowd demo with my model
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- Gnoblar
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Hi Crashy,Crashy wrote:Hello.
Before further testing on my side, I'd like to know if your model has seomething more thant position+texcoords+boneweights in the vertex declaration. Do you have tangent vectors?
Thanks for your reply:D
I have exported vertex normals, vertex colors, textures in LEXIExporter export settings, and of course boneweights(one boneweight per vertex for simplify data) in vertex declaration. Than converted mesh to xml file and check it after exported.
I have tried to make very simple animation just only rotate right lower arm 90 degrees. But they are rotating right upper arm in crowd demo.
We have a project that have to see about 500 skeletal animated characters at same time!! Instancing seems the only way I can make it possible ( in reasonable performance ).
Thanks.
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OK. you confirm that it works good for a single entity?
As usual, I'd like to analyse and test by myself your model to check what's wrong, if you can of course, I understand if there is some rights on it. That's not a problem if you can't, I'll try with a quick made model.
I'm very busy this week(working from 9AM to midnight everyday), but I'll check it as soon as possible.
As usual, I'd like to analyse and test by myself your model to check what's wrong, if you can of course, I understand if there is some rights on it. That's not a problem if you can't, I'll try with a quick made model.
I'm very busy this week(working from 9AM to midnight everyday), but I'll check it as soon as possible.
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- Gnoblar
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Sorry to disturb you Crashy.
I PM you with my artist's model and my quick made model.
If anyone are interesting this, I have a quick made mode (use 3ds max's tutorial data) in http://bluesystem.myweb.hinet.net/soldier.zip
Thank you again! Crashy.
I PM you with my artist's model and my quick made model.
If anyone are interesting this, I have a quick made mode (use 3ds max's tutorial data) in http://bluesystem.myweb.hinet.net/soldier.zip
Thank you again! Crashy.
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- OGRE Expert User
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Have you checked whether the actual bone-count in the model is really 18? 3dsmax might be doing some things that LEXI exports that you are not aware of. You can ask a skeleton for the number of bones it has.
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That sounds like a very simple and quick thing to change. You only need to change three numbers in the shader: the number of iterations in the for-loop, the number fo weights and the number of indices.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album