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  1. Hello, I was trying to import an animated model from blender. With default import Settings it worked just fine, but when i check "Combine by Postfixes" my multiple LODs combine into one ObjectMeshStatic. Is there any way to prevent this from happening? Here you can see the my file in blender: Unigine 2.12.0.2 Blender 2.90.1
  2. Hello, I try to optimize the creation/loading of our "avatar" at runtime. As I am working on a online game it can happen that the game need to create more than one "avatar" at the same time. So I made some "performance" test and for example creating 100 avatars took approximately 5 seconds. Instead of loading the node (which contains the ObjectMeshSkinned) and loading the skinner script each time I try to preload/clone them. But at the end it still too long. Here is my code Avatar(ObjectMeshSkinned preloadedMesh, Unigine::Skinner::Skinner precreatedSkinner, Unigine::Schemer::SchemerScript preloadedScript) { Node clonedNode = preloadedMesh.clone(); _mesh = class_cast("ObjectMeshSkinned", clonedNode); class_append(_mesh); _skinnerMesh = new Unigine::Skinner::SkinnerMesh(precreatedSkinner, _mesh); _skinnerMesh.setScript(preloadedScript); initialize(); } After commenting lines to find which line took all the time if found that it is _skinnerMesh.setScript(preloadedScript); I take a look at the code of skinner_mesh.h and I see that the script is compiled. Is there a way to preload and precompile a script and then to clone it ? So I have not to compile the script each time I create an avatar ? Thanks.
  3. I am a new user of Unigine Engine. now I get a task of doing a character animation using motion capture data. the motion capture device is similar to the A.R.T system. The data give me the position of bones of human body. I want to know how to apply this data to a objectmeshskinned model. I got these mothods of class objectmeshskinned : "void setBoneChildsTransform(int bone,const mat4 &transform) const; void setFrameBoneTransform(int bone,const mat4 &transform) const;" can change the shape of the model. but I do not know how to compute the right matrix ,especially the rotation matrix.
  4. Code: void Vehicle::setMeshSkinned( const Variable& v ) { ObjectMeshSkinnedPtr m = VariableToType<ObjectMeshSkinnedPtr>( Interpreter::get(), v ).value; } I get compile-time errors: … unigine\sim_windows_2.0_src\include\UnigineInterpreter.h(1450): error C2440: 'type cast' : cannot convert from 'void *' to 'Unigine::ObjectMeshSkinnedPtr' 1> No constructor could take the source type, or constructor overload resolution was ambiguous … unigine\sim_windows_2.0_src\include\UnigineInterpreter.h(1450) : while compiling class template member function 'Unigine::VariableToType<Unigine::ObjectMeshSkinnedPtr>::VariableToType(void *,const Unigine::Variable &)' … Vehicle.cpp(90) : see reference to function template instantiation 'Unigine::VariableToType<Unigine::ObjectMeshSkinnedPtr>::VariableToType(void *,const Unigine::Variable &)' being compiled … Vehicle.cpp(90) : see reference to class template instantiation 'Unigine::VariableToType<Unigine::ObjectMeshSkinnedPtr>' being compiled If instead I try: void Vehicle::setMeshSkinned( ObjectMeshSkinnedPtr mesh ) { } Then it fails to compile this when registering the method: my_vehicleClass->addFunction( "setMeshSkinned", &SoapProxyVehicle::setMeshSkinned ); I have also tried passing in a NodePtr instead, and trying to cast it to an ObjectMeshSkinnnedPtr but I can't see a legal method for doing that. Is there a better way to get access to the ObjectMeshSkinned?
  5. Hi If my Player is set to : player = new PlayerSpectator(); player.setPosition(Vec3(0.0f,0.0f,0.0f)); player.setDirection(vec3(-1.0f,0.0f,-0.5f)); player.setMinVelocity(20.0f); player.setMaxVelocity(40.0f); engine.game.setPlayer(player); AND my WidgetSpriteNode & ObjectMeshSkinned is set to: spriteWithAnim = new WidgetSpriteNode(gui, screenSizeW, screenSizeH); //change these back spriteWithAnim.setNode(spriteWithAnimNode); ObjectMeshSkinned mesh = add_editor(new ObjectMeshSkinned("data/all_unigine_newgame/meshes/Nut_Mesh_All.smesh")); mesh.setMaterial("hazelnut","*"); mesh.setProperty("surface_base","*"); spriteWithAnimNode = mesh; spriteWithAnim.setNode(spriteWithAnimNode); spriteWithAnim.setOrder(4); gui.addChild(spriteWithAnim,GUI_ALIGN_OVERLAP); What will be the setProjection and setModelview so the model is facing the player; see image: PLUS how to make the spriteWithAnim background transparent? (at moment its black) Thanks Paul
  6. [SOLVED] ObjectMeshDynamicSkinned

    Hi, I was hoping to use a skinned dynamic mesh object. This would enable us to morph a mesh to our chosen shape while maintaining support for bone based animation. Do you have something which we can use? It seems that the ObjectMeshSkinned class only acts a modifiable ObjectMesh. If you do not have one, what work around could you suggest if any? Thanks.
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