Michael,
Imagine I have made a model in 3d studio max...a table with four legs...when
I import this model into my java app, it's just a table with one leg. the
others just aren't there...not wierd graphics fx no nothing...they just
aren't there
From: Michael Pfeiffer [EMAIL PROTECTED]
Hi Rolf,
I really have no clue...maybe John could answer this question?
Cheers
From: Rolf Gabler-Mieck [EMAIL PROTECTED]
Reply-To: Discussion list for Java 3D API [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] mnstarfire 3ds loader problems
Date: Tue, 9 Mar 2004 00:27:48 +0100
hi
Thats a little bit more clear and it sounds like a loader problem. As far
as I know 3DS clones existing parts of the scene (like the legs). If the
loader doesn't supports this correctly it may be that only one leg - the
original - appears.
On Tue, 9 Mar 2004 10:25:03 +0100, Flavius Alecu [EMAIL
oh, dang
you know what...that really might be the problem.
Thanx a lot
From: Michael Pfeiffer [EMAIL PROTECTED]
Reply-To: Discussion list for Java 3D API [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] mnstarfire 3ds loader problems
Date: Tue, 9 Mar 2004 10:25:12 -
Thats a
by the way...would this problem be solved if I was to create a new box or
cylinder for every new leg for the table?
From: Michael Pfeiffer [EMAIL PROTECTED]
Reply-To: Discussion list for Java 3D API [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] mnstarfire 3ds loader problems
Date:
Why don't you just try it ? Is it so complicated ? Try first to create one
new leg, and then if you see 2 legs in java3d, then you know what's the
problem.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Flavius Alecu
Sent:
I was wondering how high a priority it would be for the folks at Sun to
implement an extension to Java 3D that would allow users to use skeleton
bones and skin techniques to deform mesh geometry?
Such a system ought to be fairly straight forward: create a BoneGroup
which extends TransformGroup to
I have one question regarding modelsSay I have a model made in 3d
studio max and export it as .3ds. I load it into my game, but how do I
control it?
Let's say I have a tank and I want to move and rotate the turret...how is
that done?
Should I make two models and have the turret on top of the
IIRC, the starfire loader has an interface to resolve submodels by name.
Now you have to make sure that your artist names the submodels properly
and uses the correct coordinate system!
Flavius [EMAIL PROTECTED] schrieb am 09.03.2004, 11:43:32:
I have one question regarding modelsSay I have
That's exactly the problem. If you use the wrong tool in 3D Studio Max
cloning the legs rather than creating copies the clones won't show
up when our loader imports the file into Java.
As I recall, 3D Studio Max has three options when you go to duplicate an
object but I don't remember off the
Hi John,
Thanx for your answer. I'll try and fix that in max and see what happens
then. thanx
Flavius
From: John Wright [EMAIL PROTECTED]
Reply-To: Discussion list for Java 3D API [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] mnstarfire 3ds loader problems
Date: Tue, 9 Mar 2004
Alex Scheran wrote:
Hi!
I have red your post at the Java3D forum and i'am also very interested
in that.
I also work on a software solution to skin meshes using a skeleton
animation system, but i'm also very frustrated about the rendering speed.
So i would be thankful, if you can tell me your
At 11:08 09/03/2004 -0500, you wrote:
Alex Scheran wrote:
Hi!
I have red your post at the Java3D forum and i'am also very interested
in that.
I also work on a software solution to skin meshes using a skeleton
animation system, but i'm also very frustrated about the rendering speed.
So i would be
Hi all. Here is a problem: I have a geometry and I want to fit it to canvas3D.
Does anybody knows a formulas/methods/etc to perform this?
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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Hello
Something fishy with this list. I have received today 2 mails [JAVA3D]
Java3D native skinning and Re: [JAVA3D] Java3D native skinning. Both mails
come from: Mark McKay [EMAIL PROTECTED] and are signed with:
Mark McKay
--
http://www.kitfox.com
The first mail doesn't contain the name Alex
Is it possible that the rendering produced by a regular Canvas3D and an
OffScreenCanvas3D of a textured surface using Texture2D could be different
from each other ?
For example, given a Texture2D described by the following specs.,
Texture2D lightTex = new Texture2D(Texture.BASE_LEVEL,
Hey guys,
I'm always getting my questions answered here, hope you can help me with
this one too...
I've made a door in 3d studio max and exported it in .3ds format. But when
I import it in my java app, one part of the model is in the totally wrong
place.
I checked, and rechecked and rechecked
From: Mark McKay [mailto:[EMAIL PROTECTED]
Sent: Tuesday, March 9, 2004 10:51 AM
Subject: [JAVA3D] Native Skinning
I was wondering how high a priority it would be for the folks at Sun to
implement an extension to Java 3D that would allow users to use skeleton
bones and skin techniques to
Most of the time when we see something like this it's due to using
animation in the model (even if you don't use animation), something
about the time data gets positions messed up.
- John Wright
Starfire Research
Flavius wrote:
Hey guys,
I'm always getting my questions answered here, hope you
Silvère Martin-Michiellot wrote:
I did produce a package to do some skinning supporting HANIM spec. If you
want to add support for mesh deformation, well that is ok for me. :)
Two remarks:
Don't expect anything from Sun on this. (After all you could also ask for
networking... and this would
Silvère Martin-Michiellot wrote:
Two remarks:
Don't expect anything from Sun on this. (After all you could also ask for
networking... and this would finally require many extensions)
Java is quite fast now and native, well, is native.
Over the past couple of years, I've come to really like the
This is a heads up to anyone using the convenient GMatrix class. When you are working in say Finite Elements and you want a nice matrix construct that you can reduce (GMatrix.setSize(int int)), GMatrix for some reason uses huge amounts of memory to run this method. Maybe someone at Sun can work on
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