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From: Kevin W. <kw...@gm...> - 2006-03-22 06:24:16
|
> AFAICT, for a joint, each frame's rotation is not relative to the previou= s > frame. But what is it relative to? I had to look it up to be sure (setCurrentAnimationTime)... Each keyframe is relative to the original position of the joint. So if frame 3 is 25 degrees and frame 5 is 35 degrees, the total rotation relative to the original orientation at keyframe 5 is 35 degrees. > stance (unanimated model)? And if no data is given for a joint in a frame > - does that mean I should keep rotation from the last time it was given? Keyframes should be interpolated between each explicitly set value (so in the example above, the rotation in frame 4 would be 30 degrees). The end of the animation is a special case that you'll need to handle in whatever way makes the most sense for your application. In MM3D, if the animation is set to loop interpolation wraps back to the first explicitly set keyframe for that joint in the animation. If the animation is not looping, the last explicitly set keyframe is the final translation or rotation for the joint. So if the example above had 7 frames and was looping, the joint would interpolate from 35 degrees back to 25 degrees through frames 6, 7, 0, 1, and 2. How you want to handle a situation like this probably depends on what the animation is doing. - Kevin On 3/21/06, Filip Joelsson <fi...@bl...> wrote: > Hi! > I'm still working on loading skeletal animation data. I tried making a > simple T-shaped model and animate it, and as far as I can tell - it works= . > Still, more advanced models totally bombs. So I'm looking for more info. > <:) > > AFAICT, for a joint, each frame's rotation is not relative to the previou= s > frame. But what is it relative to? The first frame, or the modelling > stance (unanimated model)? And if no data is given for a joint in a frame > - does that mean I should keep rotation from the last time it was given? > Or does it mean I should interpolate between previous explicit value and > next? > > Cheers! > /Filip > > > ------------------------------------------------------- > This SF.Net email is sponsored by xPML, a groundbreaking scripting langua= ge > that extends applications into web and mobile media. Attend the live webc= ast > and join the prime developer group breaking into this new coding territor= y! > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D110944&bid=3D241720&dat= =3D121642 > _______________________________________________ > Misfitmodel3d-help mailing list > Mis...@li... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > |
From: Filip J. <fi...@bl...> - 2006-03-21 23:01:18
|
Hi! I'm still working on loading skeletal animation data. I tried making a simple T-shaped model and animate it, and as far as I can tell - it works. Still, more advanced models totally bombs. So I'm looking for more info. <:) AFAICT, for a joint, each frame's rotation is not relative to the previous frame. But what is it relative to? The first frame, or the modelling stance (unanimated model)? And if no data is given for a joint in a frame - does that mean I should keep rotation from the last time it was given? Or does it mean I should interpolate between previous explicit value and next? Cheers! /Filip |
From: Filip J. <fi...@bl...> - 2006-03-19 11:49:30
|
Heh, I am now in the right ball park. I took a long look at the output for a simple T-shaped model, and I found it strange that there _was_no_translation_. Turns out that the file format spec have three floats for translations first, and three floats for rotations after that. In reality, the mm3d-format is the other way around. Would you mind updating the site? ;) Anyway, I'm now proceeding to learn all about getting this animation thing working. You'll no doubt hear (read) from me again, next time I stumble - or in the credits of what will hopefully be a funny little game. ::)) Cheers! /Filip |
From: Filip J. <fi...@bl...> - 2006-03-18 18:00:41
|
On Wed, 15 Mar 2006, Kevin Worcester wrote: > Hrm. It looks like the data read itself is correct, though I'm not > sure about the way you're combining the angles (I'm not a 3D math > guru, I know just enough to get by). Well - obviously something is wrong there. ;) > Here are a couple basic assumptions just to make sure we're on the same page: > > 1) Joint rotation is relative to parent This means that I should start att the root of the tree, and make each rotation down to current, right? Should I rotate the local translation with the local rotation, or just with the parent's and grandparent's? > 2) Joint translation is relative to parent So I should draw a line from the parent's (accumulated) translation to the current joint's translation+parent's accumulated translation. This is the only stuff that I get right. > 3) Joint rotation and translation in animation is relative to original > rotation and translation Ok, so I first rotate joints according the spec, and from there calculate the relation to the attached vertices. > 4) Vertex coordinates are absolute, so you must calculate the > coordinates relative to the parent joint and apply the joint's > rotations to the relative coordinates Right. I need to get the skeleton right first. :) > The rotation is in euler angles and generally what I do is create a > matrix directly from the rotation and translation. Yes. > What I'd recommend as a sanity check, is to read in the rotations and > translations and then dump them out in a text format. Then add code to > dump the same information in mm3d and compare to make sure you're > getting the same values for all joints. Once you're sure that's > correct, display the skeleton in your program and work with combining > the relative joint positions until the display is correct. The old model (created with mm3d-1.0, and modified with 1.2) gave somewhat sane results (apart from me being unable to do do something valid with the rotations). > You might also want to do this with a simplified model with only 2 or > 3 joints. That way you can test what happens if you only apply > rotations or translations. Tried this, but all translations turned out as zero, which is strange considering that the old model at least got the translations verifiably right. Has the format changed? > If you want to see how I'm doing it in mm3d, I set up the local vertex > coordinates and joint matrices in Model::setupJoints and I do the > animation in Model::setAnimationTime, or something like that. (I think > those are both in src/libmm3d/model_anim.cc, but I could be wrong). I > haven't looked at that code for a while so my memory might be a bit > faulty here--but that will get you in the right neighborhood. I'll try to find it. > Anyways, I don't know how helpful that is--but hopefully it will at > least get you pointed in the right direction. > > My life in general is extremely busy right now--so if my responses to > future emails aren't as prompt as this one, please don't assume I'm > ignoring you. :-) Heh, I have a family and a day job - I know all about busy. :) Hmm, are you using a right- or lefthanded coordinate system? Anyway, thanks for the quick reply. /Filip |
From: Filip J. <fi...@bl...> - 2006-03-15 13:25:43
|
Hi! I've been trying to program an mm3d loader for a while - and I'm completely stumped. Vertices, triangles, tex_coords and normals all work quite nicely - but when I get to the joints, I'm quite out there. The translation of each joint is quite understandable (though it seems to be 1/5 of the corresponding vertex coords?), but I can't get the rotation angles right. I assume they are Euler angles, and that I'm supposed to rotate each joint by the accumulated rotation of its parents somehow - but it turns out completely weird. My model turns into forms an Indian fakhir would look at with awe and envy... I have tried everything I can come up with, changing signs, changing multiplication order etc - but nothing helps. Am I overlooking something obvious? TIA /Filip Here is the source code of my loader for the joint part: off=0; for (i=0; i<d_h.DATA_COUNT_B; ++i){ off+=2; // Discard flags std::string name(reinterpret_cast<char*>(&d_c.DATA_CHUNK_B[off])); off+=40; Joint j; j.Parent=*reinterpret_cast<Sint32*>(&d_c.DATA_CHUNK_B[off]); off+=4; j.Dist.x=*reinterpret_cast<float*>(&d_c.DATA_CHUNK_B[off]); off+=4; j.Dist.y=*reinterpret_cast<float*>(&d_c.DATA_CHUNK_B[off]); off+=4; j.Dist.z=*reinterpret_cast<float*>(&d_c.DATA_CHUNK_B[off]); off+=4; j.LocRotE.x = (*reinterpret_cast<float*>(&d_c.DATA_CHUNK_B[off])); off+=4; j.LocRotE.y = (*reinterpret_cast<float*>(&d_c.DATA_CHUNK_B[off])); off+=4; j.LocRotE.z = (*reinterpret_cast<float*>(&d_c.DATA_CHUNK_B[off])); Quaternion xr(x_ax,j.LocRotE.x), yr(y_ax,j.LocRotE.y), zr(z_ax,j.LocRotE.z); j.LocRot=(xr*yr)*zr; off+=4; if (j.Parent != -1){ j.AccRot=objJointAr[j.Parent].AccRot*j.LocRot; j.AccDist=objJointAr[j.Parent].AccDist +objJointAr[j.Parent].AccRot.Rotate(j.Dist); } else { j.AccRot=j.LocRot; j.AccDist=j.Dist; } objJointAr.push_back(j); off+=(d_h.DATA_SIZE_B-70); } assert(off <= d_h.DATA_SIZE_B * d_h.DATA_COUNT_B); |
From: Kevin W. <kw...@gm...> - 2005-12-21 05:10:19
|
The configure munging is unrelated to the compile error you're getting. As long as your configure changes were only specifying directories and didn't disable any of the tests you should have a proper build environment set up. Unfortunately there are likely to be a number of problems in 64-bit land. I don't have access to 64-bit hardware so anything I do to try to support 64-bit is going to be blind guesswork. There isn't a quick fix for this. If you're determined to get mm3d running on your system there are two ways to go about this: 1) I can get compilation errors from you, attempt to fix them, provide you with special builds, we can repeat this process until it works, and then I commit these changes to the main codebase. 2) If you're a programmer I can give you some guidance about what needs to be changed and you can poke at it until it works, then you can send a patch back to me. If you have the patience to work with me to get MM3D running on your 64-bit system, let me know if we need to go with Option 1 or 2.=20 Depending on your availability and mine we might be able to communicate via instant messaging to expedite the process. If it's not worth the trouble for you I totally understand. :-) - Kevin On 12/20/05, Adam Burton <ad...@nt...> wrote: > Hi, > I am running Mandriva Linux 2006 x86-64. > When I tried to compile mifsiftmodel3d, during configure I kept receiving= the > message it failed on Qt functioning (even tho i directed it > to /usr/lib/qt3/lib64/). I then edited the "configure" file and pretty mu= ch > anywhere it mentioned qt and lib i replaced lib with lib64. After doing s= o > configure ran through fine. However at the end I noticed it mentions it > couldn't find liblau. So I did exactly the same as i did last time, excep= t > for liblau instead of qt and this time it configures with no complaints a= t > all (that I noticed). > > However "make" failed (I can only assume because my "bodge job" modificat= ions > to configure were not really successful) with: > > c++ -DHAVE_CONFIG_H -I. -I. -I.. -DQT_COMPAT -Wall -Ilibmm3d -DMM3D_EDIT > -I/usr/lib/qt3/include -I/usr/include -I/usr/X11R6/include -O2 > -fomit-frame-pointer -fno-math-errno -c modelviewport.cc > /usr/lib/qt3/include/qnetworkprotocol.h:58: warning: 'class > QNetworkProtocolFactoryBase' has virtual functions but non-virtual destru= ctor > /usr/lib/qt3/include/qfiledialog.h:78: warning: 'class QFilePreview' has > virtual functions but non-virtual destructor > modelviewport.cc: In member function 'void ModelViewport::freeTextures()'= : > modelviewport.cc:197: error: cast from 'ModelViewport*' to 'unsigned int' > loses precision > modelviewport.cc: In member function 'virtual void ModelViewport::paintGL= ()': > modelviewport.cc:422: error: cast from 'ModelViewport*' to 'unsigned int' > loses precision > modelviewport.cc:464: error: cast from 'ModelViewport*' to 'unsigned int' > loses precision > make[3]: *** [modelviewport.o] Error 1 > make[3]: Leaving directory `/home/adam/Desktop/mm3d-1.2.0-final/src' > make[2]: *** [all-recursive] Error 1 > make[2]: Leaving directory `/home/adam/Desktop/mm3d-1.2.0-final/src' > make[1]: *** [all-recursive] Error 1 > make[1]: Leaving directory `/home/adam/Desktop/mm3d-1.2.0-final' > make: *** [all-recursive-am] Error 2 > > Any help is appreciated. > > Adam > > > |
From: Adam B. <ad...@nt...> - 2005-12-21 02:46:45
|
Hi, I am running Mandriva Linux 2006 x86-64. When I tried to compile mifsiftmodel3d, during configure I kept receiving t= he=20 message it failed on Qt functioning (even tho i directed it=20 to /usr/lib/qt3/lib64/). I then edited the "configure" file and pretty much= =20 anywhere it mentioned qt and lib i replaced lib with lib64. After doing so= =20 configure ran through fine. However at the end I noticed it mentions it=20 couldn't find liblau. So I did exactly the same as i did last time, except= =20 for liblau instead of qt and this time it configures with no complaints at= =20 all (that I noticed). However "make" failed (I can only assume because my "bodge job" modificatio= ns=20 to configure were not really successful) with: c++ -DHAVE_CONFIG_H -I. -I. -I.. -DQT_COMPAT -Wall -Ilibmm3d -DMM3D_EDIT = =20 =2DI/usr/lib/qt3/include -I/usr/include -I/usr/X11R6/include -O2=20 =2Dfomit-frame-pointer -fno-math-errno -c modelviewport.cc /usr/lib/qt3/include/qnetworkprotocol.h:58: warning: 'class=20 QNetworkProtocolFactoryBase' has virtual functions but non-virtual destruct= or /usr/lib/qt3/include/qfiledialog.h:78: warning: 'class QFilePreview' has=20 virtual functions but non-virtual destructor modelviewport.cc: In member function 'void ModelViewport::freeTextures()': modelviewport.cc:197: error: cast from 'ModelViewport*' to 'unsigned int'=20 loses precision modelviewport.cc: In member function 'virtual void ModelViewport::paintGL()= ': modelviewport.cc:422: error: cast from 'ModelViewport*' to 'unsigned int'=20 loses precision modelviewport.cc:464: error: cast from 'ModelViewport*' to 'unsigned int'=20 loses precision make[3]: *** [modelviewport.o] Error 1 make[3]: Leaving directory `/home/adam/Desktop/mm3d-1.2.0-final/src' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/adam/Desktop/mm3d-1.2.0-final/src' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/adam/Desktop/mm3d-1.2.0-final' make: *** [all-recursive-am] Error 2 Any help is appreciated. Adam |
From: Chris T. <chr...@rc...> - 2005-07-21 20:57:48
|
Thanks! That worked! |
From: Kevin W. <kw...@gm...> - 2005-07-20 06:41:30
|
The Mac OS X port is still a work in progress. I don't have access to Mac OS X myself so I can't help you directly. A Mac OS X user created a binary installer and this may work for you. I've attached his comments. If this doesn't work, you may try sending an email to misfitmodel3d-devel and see if someone there can assist you. Hopefully the compile issues for OS X can be resolved soon. - Kevin ----------------------------------------- gentle persons, I just put together a binary installer of MM3D 1.1.8 for MacOSX (10.3 or higher) - this includes Lua. It is available via: http://naranja.umh.es/~atg/mm3d118.pkg.zip a screen shot of the program running on MacOSX can be found here: http://naranja.umh.es/~atg/images/screen-mm3d.png MM3D needs *of course* an installation of Trolltech's Qt/Mac 3.3 framework - "minimal" installer -justr the required libraries - can be found here: http://naranja.umh.es/~atg/QtMac334_Mini.zip nota bene: I have some problems compiling the 3DS-plugin under MacOSX. Anyone succeeded with this? Cheers, Markus On 7/19/05, Chris Truman <chr...@rc...> wrote: > Hello > I'm on a mac osx system and am having trouble compile misfitmodel= 3d. > when i run the configure command it works until here > checking how to run the C preprocessor... gcc -E > checking for X... no > checking for OpenGL... no > checking for Qt... no > checking Qt OpenGL... failure > configure: error: Failed to link Qt with OpenGL support. > I download mac qt from the site provided in the install folder and same > results >=20 > |
From: Chris T. <chr...@rc...> - 2005-07-20 05:36:25
|
Hello I'm on a mac osx system and am having trouble compile misfitmodel3d. when i run the configure command it works until here checking how to run the C preprocessor... gcc -E checking for X... no checking for OpenGL... no checking for Qt... no checking Qt OpenGL... failure configure: error: Failed to link Qt with OpenGL support. I download mac qt from the site provided in the install folder and same results |
From: Kevin W. <kw...@gm...> - 2005-06-17 01:41:55
|
The problem was that Qt detection couldn't find the qt3/bin directory. This fixes the problem: ./configure --with-Qt-bin-dir=3D/usr/share/qt3/bin I sent the reply directly to the sender and forgot to CC the list.=20 Original reply included below. - Kevin ---------- Forwarded message ---------- From: Kevin Worcester <kw...@gm...> Date: Jun 16, 2005 4:45 PM Subject: Re: [Misfitmodel3d-help] Problem compiling on Debian To: Kim Adil <ks...@bi...> I'm assuming the failure is because it can't find the 'moc' executable. Two things to try: ./configure --with-Qt-bin-dir=3D/usr/share/qt3/bin That may not work if uic is not also in that directory (I'm assuming /usr/bin/uic is a symlink to the one in qt3/bin). The other thing you can do is put a 'moc' symlink somewhere in your path (/usr/bin or something like that) and point it to the moc in qt3/bin. Or you could add /usr/share/qt3/bin to your path. If neither of those works then 'moc' probably isn't the problem. You should have a few files in your mm3d-1.1.7 directory starting with bnv_qt*. If you can send me those files in a tarball or zip archive I might be able to identify the problem. If you need more help with this problem, or if you have any other questions let me know. - Kevin On 6/17/05, Kim Adil <ks...@bi...> wrote: > Hi, > > I am trying to compile on Debian and there is something wrong with my QT > installation. Any ideas? I have tried doing > > export QT_DIR=3D/usr/share/qt3 > export QT_MOC=3D/usr/share/qt3/bin/moc > > but configure always responds with: > > > ./configure > . > . > . > checking for Qt... yes: > QT_CXXFLAGS=3D-I/usr/include/qt3 > QT_DIR=3D > QT_LIBS=3D-lqt-mt -lSM -lICE -L/usr/X11R6/lib -lX11 -lXext -lXmu > -lXt -lXi > QT_UIC=3D/usr/bin/uic > QT_MOC=3D > checking correct functioning of Qt installation... failure > > > > Thanks, > Kim > > > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=3D7477&alloc_id=3D16492&op=3Dclic= k > _______________________________________________ > Misfitmodel3d-help mailing list > Mis...@li... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > |
From: Gene H. <gen...@ve...> - 2005-06-17 01:35:37
|
On Friday 17 June 2005 09:30, Kim Adil wrote: >Hi, > >I am trying to compile on Debian and there is something wrong with > my QT installation. Any ideas? I have tried doing > >export QT_DIR=/usr/share/qt3 >export QT_MOC=/usr/share/qt3/bin/moc > >but configure always responds with: > > >./configure >. >. >. >checking for Qt... yes: > QT_CXXFLAGS=-I/usr/include/qt3 > QT_DIR= > QT_LIBS=-lqt-mt -lSM -lICE -L/usr/X11R6/lib -lX11 -lXext -lXmu >-lXt -lXi > QT_UIC=/usr/bin/uic > QT_MOC= >checking correct functioning of Qt installation... failure > This sounds like you may not have the qt-devel stuff installed. > >Thanks, >Kim > > >------------------------------------------------------- >SF.Net email is sponsored by: Discover Easy Linux Migration > Strategies from IBM. Find simple to follow Roadmaps, > straightforward articles, informative Webcasts and more! Get > everything you need to get up to speed, fast. > http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > _______________________________________________ >Misfitmodel3d-help mailing list >Mis...@li... >https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help -- Cheers, Gene "There are four boxes to be used in defense of liberty: soap, ballot, jury, and ammo. Please use in that order." -Ed Howdershelt (Author) 99.35% setiathome rank, not too shabby for a WV hillbilly Yahoo.com and AOL/TW attorneys please note, additions to the above message by Gene Heskett are: Copyright 2005 by Maurice Eugene Heskett, all rights reserved. |
From: Kim A. <ks...@bi...> - 2005-06-16 23:30:12
|
Hi, I am trying to compile on Debian and there is something wrong with my QT installation. Any ideas? I have tried doing export QT_DIR=/usr/share/qt3 export QT_MOC=/usr/share/qt3/bin/moc but configure always responds with: ./configure . . . checking for Qt... yes: QT_CXXFLAGS=-I/usr/include/qt3 QT_DIR= QT_LIBS=-lqt-mt -lSM -lICE -L/usr/X11R6/lib -lX11 -lXext -lXmu -lXt -lXi QT_UIC=/usr/bin/uic QT_MOC= checking correct functioning of Qt installation... failure Thanks, Kim |
From: <ke...@mi...> - 2004-07-28 13:54:20
|
Please send help requests to this mailing list so that responses can be archived to help future users. Thanks, - Kevin Worcester |