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Fixes to issue with ogre engine
Fixes to issue with ogre engine













fixes to issue with ogre engine

QSGGeometry::updateTexturedRectGeometry(&_geometry, Ogre::Real aspectRatio = Ogre::Real(_size.width()) / Ogre::Real(_size.height())

fixes to issue with ogre engine

_render_target-> getViewport( 0)->setOverlaysEnabled( false) _render_target-> getViewport( 0)->setBackgroundColour(Ogre::ColourValue::Black) _render_target-> getViewport( 0)->setClearEveryFrame( true) _render_target = _rtt_texture-> getBuffer()->getRenderTarget() Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, _rtt_texture = Ogre::TextureManager::getSingleton().createManual( "RttTex ", To me the bone structure seems to be fine, I’m not really sure what you mean:Īnd have you tried simply moving the skeleton to center it? After your model is skinned (MakeHuman models are already skinned) you cannot simply drag the object itself around as it will result in really weird things.Int samples = _ogre_engine-> ogre_context()->format().samples() So I guess if your end user will see the animation so near, that he will see some shaking, then there is no other option that starting to manually edit keyframes. There is some shaking however but I’m pretty sure that’s because of the mocap data (you will never get perfect complicated animations using mocap - an own model I tried also shaked a little bit with that animation). I now tried it with different animations and it is looking quite good. I personally did not have good experiences with the Blender importer or the mhx file format but that probably is just personal as I couldn’t get my files to work quickly so I just tried the other solution and it worked fine. scene and I have my model usually working fine (without any root bone). Then I simply paste all the exported files in the SDK, double click the. Well I usually export my MakeHuman files as Collada, then import them to Blender, make my additions (animations etc.) and then export them using OGRE. PS: Allgemein viele Europäer, auch Italiener (zB unser Fisch )Įdit: The moviemation mocap is a bit shaky as well as soon as I fixate bones I guess that is usual and I have to manually fix it? Maybe some other rocking sources? Or is there a way to easily fix that? (I never did animation so I can’t try to manually fix it ) With Link (I actually tried the Walk animation) it already looks pretty cool, no shaking or something, it’s just the CC-BY-SA that is a problem.ītw: Does it mean that I have to release the Model again as CC-BY-SA or the whole Game? (Both thinks I don’t want to do, tbh) I thought it is extremely some rotation around the y axis, but actually it’s on all axis. I am experiencing that the model is trembling, shaking etc. I tried the 1-8 set and have to admit, that at least “your” 06-07 basketball moves look good. I tried both the Primary and the Secondary release with the game.json rig (though I think there were some more complex (SecondLife etc) which would be of Interest).Īnd thanks for that Link. I didn’t have the time to look into it deeply as I have an exam tomorrow and on friday, but here is what I got so far:

#Fixes to issue with ogre engine how to#

So to rephrase it: How to sync the animation with the real physics? I guess that is a hard task and I can only try to fake it by canceling the animation when there is a collision? Will the collision shape even follow the animation? When I jump off a cliff, I’d have to ensure to play the “falling” animation using some Control/AppState? The same when jumping on a stair (where I stop earlier?) If so, what would happen when I jump against a wall? Would Bullet stop me (like colliding and the animation simply happens infront of the wall?) getLocalTranslation() stays the same? So when I Jump Forward, I should reset the Animation to the Idle and move the origin of my model after the animation has played? When I play an animation, it’s basically like the vertices are moved but the. Now what’s even more on my mind is the following: She is somehow really bouncy and buggy.ĭid anyone occur this and knows how to fix it? (I know it’s impossible without seeing a vid but I just want to know if it’s just my model somehow or I simply tried the wrong mocaps of some odd-walking people ) My Problem now is all the walk animations look odd. I don’t animate them manually but I use the MakeWalk Blender Plugin and use some BVH/MoCap Data from the recommended The Daz-friendly BVH release of CMU's motion capture database - cgspeed I made some character, created some clothes, exported to Blender, but I have some trouble animating them. Instead of studying I am tempted to play around with the MakeHuman-Suite I just stumbled upon















Fixes to issue with ogre engine