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From: Brett J. <sto...@ya...> - 2013-03-06 13:22:06
|
http://www.adti-bat.com/ywoi/rls/pihac Brett Jones |
From: KimHyoun W. <ki...@ho...> - 2012-09-23 00:30:35
|
http://www.aranzacje.mojwroclaw.eu/wp-content/plugins/akismet/google.html?aoj=zb.gio&anf=yug.ytf&mhh=trws |
From: Miguel A. <ma...@ho...> - 2011-06-22 15:06:05
|
LinkedIn ------------ Eu gostaria de adicioná-lo à minha rede profissional no LinkedIn. -Miguel Miguel Angelo -- Portugal Confirme que você conhece Miguel Angelo https://www.linkedin.com/e/-gvv0wm-gp8f144t-14/isd/3303408890/hCJZeJkq/ -- (c) 2011, LinkedIn Corporation |
From: denny t. <dra...@ya...> - 2010-10-14 04:51:43
|
for animations check this one here:http://www.naturalmotion.com/physics based animations but facial animations are hardly work for you.best regards --- Sehwan Kim <se...@gm...> schrieb am Do, 14.10.2010: Von: Sehwan Kim <se...@gm...> Betreff: Re: [Nebula-Discuss] Nebula2 Documentation An: neb...@li... Datum: Donnerstag, 14. Oktober, 2010 00:40 Uhr First of all, I thank you so much for your emails. I didn't know that the company developing the nebula engine (aka. Radeon Labs) does no longer exist. :( May I ask you one more question ? I am looking for some commercial virtual 3D character animation library/SDK/engine/middleware/toolkit/project/whatever by considering the following factors? Do you know any companies which do the following things? I don't expect that a company does everything, but just does some of them. It would be greatly helpful to me if you let me know some company names/webpages. I really appreciate that. :) Best - Sehwan RENDER Art flow - Export from 3D max, Maya, Blender (fbx) - own tool for minor change (poses, animation, small appearance changes) - Non-human characters (animals, or box, etc) Skinning morph combo OSG integration Hardware integration LOD (geometric / animation) Access raw vertex data (e.g., intersection test) Self-collision (cloth, hair) Map support (bump, specular, alpha) Hair support Ragdoll physics – rough collision mesh Wrinke (face) FACIAL EXPRESSIONS Morph targets Speech (from Wav, from TTS) Emotions (timeline annotator) / GUI ANIMATIONS Blending Random perturbations Walking (e.g., making smooth turns) - Go to location (surface terrain, obstacles, blending) Simple IK (e.g., grab object) BEHAVIORAL Focus to Procedural idling On Wed, Oct 13, 2010 at 12:12 PM, Sehwan Kim <se...@gm...> wrote: Hi, all I am new here, and I am trying to get started. But I found that the documentation page (http://nebuladevice.cubik.org/documentation/) is not good. I mean, the following links are all broken. Frequently Asked QuestionsDocumentation MangaloreWould someone fix these links? It would be also great if somebody provides me with some documents about the Nebula device. Please, email me at se...@gm... Thanks. Best - Sehwan -----Integrierter Anhang folgt----- ------------------------------------------------------------------------------ Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today. http://p.sf.net/sfu/beautyoftheweb -----Integrierter Anhang folgt----- *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Neb...@li... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
From: Sehwan K. <se...@gm...> - 2010-10-13 22:41:32
|
First of all, I thank you so much for your emails. I didn't know that the company developing the nebula engine (aka. Radeon Labs) does no longer exist. :( May I ask you one more question ? I am looking for some commercial virtual 3D character animation library/SDK/engine/middleware/toolkit/project/whatever by considering the following factors? Do you know any companies which do the following things? I don't expect that a company does everything, but just does some of them. It would be greatly helpful to me if you let me know some company names/webpages. I really appreciate that. :) Best - Sehwan *RENDER* Art flow - Export from 3D max, Maya, Blender (fbx) - own tool for minor change (poses, animation, small appearance changes) - Non-human characters (animals, or box, etc) Skinning morph combo OSG integration Hardware integration LOD (geometric / animation) Access raw vertex data (e.g., intersection test) Self-collision (cloth, hair) Map support (bump, specular, alpha) Hair support Ragdoll physics – rough collision mesh Wrinke (face) *FACIAL EXPRESSIONS* Morph targets Speech (from Wav, from TTS) Emotions (timeline annotator) / GUI *ANIMATIONS* Blending Random perturbations Walking (e.g., making smooth turns) - Go to location (surface terrain, obstacles, blending) Simple IK (e.g., grab object) *BEHAVIORAL* Focus to Procedural idling On Wed, Oct 13, 2010 at 12:12 PM, Sehwan Kim <se...@gm...> wrote: > Hi, all > > I am new here, and I am trying to get started. > But I found that the documentation page ( > http://nebuladevice.cubik.org/documentation/) is not good. > I mean, the following links are all broken. > > - Frequently Asked Questions<http://nebuladevice.cubik.org/documentation/nebula2/Nebula2FAQ.shtml> > - Documentation<http://nebuladevice.cubik.org/documentation/nebula2/index.shtml> > - Mangalore<http://nebuladevice.cubik.org/documentation/mangalore/index.shtml> > > Would someone fix these links? > It would be also great if somebody provides me with some documents about > the Nebula device. > Please, email me at se...@gm... > > Thanks. > > Best > - Sehwan > > |
From: Sehwan K. <se...@gm...> - 2010-10-13 19:13:46
|
Hi, all I am new here, and I am trying to get started. But I found that the documentation page ( http://nebuladevice.cubik.org/documentation/) is not good. I mean, the following links are all broken. - Frequently Asked Questions<http://nebuladevice.cubik.org/documentation/nebula2/Nebula2FAQ.shtml> - Documentation<http://nebuladevice.cubik.org/documentation/nebula2/index.shtml> - Mangalore<http://nebuladevice.cubik.org/documentation/mangalore/index.shtml> Would someone fix these links? It would be also great if somebody provides me with some documents about the Nebula device. Please, email me at se...@gm... Thanks. Best - Sehwan |
From: Avotas <bra...@si...> - 2008-10-03 20:03:52
|
General Information: WindowsXP Using Nebula 2 (stable release) DirectX9c Maya Plugin for Nebula Problem: Hello, During the development of the models everything was working perfectly, from the most standard mapping, to complex animation, to the most resource intensive mapping I could throw at the software. When I was nearing completion, suddenly all my models refused to map any of the texture data on the mesh. The texture browser shows that Nebula is in fact loading it, but all the models are being show as a default grey, or assigned a color selected from the diffuse channel. Previous saves demonstrate the same odd behavior. I have reinstalled both Nebula and DirectX on my developmental machine. That doesn’t seem to help. I have included two sample files that came with Nebula, the Eagle and Tree. http://www.nabble.com/file/p19803333/Tree.jpg http://www.nabble.com/file/p19803333/Eagle.jpg Any advice would be wonderful, -Avotas -- View this message in context: http://www.nabble.com/Nebula-2-Texture-Issue-tp19803333p19803333.html Sent from the nebuladevice-discuss mailing list archive at Nabble.com. |
From: lianjie.chen <lia...@gm...> - 2008-09-29 16:09:51
|
hi all: i want to communicate with some friends in china. anyone learning nebula in china pls let me know.thanks regards carter |
From: Bruce M. <br...@cu...> - 2008-07-22 16:04:02
|
Hi Oleg! Haron wrote: > I have workable version of N3 under Linux (only foundation module and > some extlibs) and can send you diffs. Check out what I have in the subversion repository. A lot of it should work, but will need #elif defined(__unix__) blocks added along side my #elif defined(__APPLE__). I split the OS X stuff into POSIX and Darwin to enable as much of that as possible. - Bruce |
From: Haron <dar...@gm...> - 2008-07-22 16:02:00
|
Hi Bruce! 2008/7/21 Bruce Mitchener <br...@cu...>: > > If anyone has any code that they'd been working on for Nebula3 and would > like to get it into SVN, let me know! > > I'm particularly interested in OpenGL code and input code for Linux or OS > X. > > - Bruce I have workable version of N3 under Linux (only foundation module and some extlibs) and can send you diffs. Oleg |
From: Bruce M. <br...@cu...> - 2008-07-21 13:50:39
|
Floh's been working on Nebula3 for some time as he's been discussing on his blog. I've got a subversion repository for Nebula 3 at: http://code.google.com/p/nebula3/ Most of the work that I've been doing is on the 'Porting' branch in there to get something that runs on OS X (and later, the iPhone). I've been using CMake for OS X and plan to do so for Linux as well, since that already works and I don't feel like spending time on a build system. If anyone has any code that they'd been working on for Nebula3 and would like to get it into SVN, let me know! I'm particularly interested in OpenGL code and input code for Linux or OS X. - Bruce |
From: Vadim M. <va...@cu...> - 2008-05-20 11:25:09
|
Hi M.A. I noticed this mentioned on gamedev.net today, congrats on finally getting it out :). I'll put an announcement on the Nebula site soon. -+ enlight +- M.A. Garcias wrote: > hi all, > Long time no heard from anybody in this list, but I hope it's still > alive. For your information, just in case you didn't heard, the Zombie > Engine, the nebula2-based open source engine, editor and framework from > Tragnarion Studios, has been released under an open-source license: > http://thezombieengine.sourceforge.net > Now would be an excellent time to see how this could be used in the > benefit of the nebula2 baseline. You're all invited (in case you're > still there) to provide your feedback on the subject: to merge, to > branch, or to die? |
From: M.A. G. <ma....@ya...> - 2008-05-20 10:55:42
|
hi all, Long time no heard from anybody in this list, but I hope it's still alive. For your information, just in case you didn't heard, the Zombie Engine, the nebula2-based open source engine, editor and framework from Tragnarion Studios, has been released under an open-source license: http://thezombieengine.sourceforge.net Now would be an excellent time to see how this could be used in the benefit of the nebula2 baseline. You're all invited (in case you're still there) to provide your feedback on the subject: to merge, to branch, or to die? ______________________________________________ LLama Gratis a cualquier PC del Mundo. Llamadas a fijos y móviles desde 1 céntimo por minuto. http://es.voice.yahoo.com |
From: Engeor <en...@se...> - 2007-11-08 07:54:13
|
Hello, month ago we were finished and released our game based on The Nebula Device 2. Part of the sources (they are included in the release with sources of exporter and editor) was turned into an open source project InExIn. InExIn is an AI library for games development and it covers agent's navigation and agent's behavior. Maybe someone will be interested. You can find InExIn here: http://inexin.sourceforge.net Jindřich Rohlík BTW: Many thanks to TND2 community :-) |
From: Jack P. <ch...@gm...> - 2007-08-06 21:48:01
|
I can't say about "fully compile and run", because I haven't tried to run many of the Contributed modules, but the core Nebula2 and Mangalore projects compile without problems for me (mviewer works). I use: Windows XP/Vista, Visual C++ 2005, latest DX SDK, dependencies from the published on the sourceforge archives (dated April 2007). You might want to check the Nebula forum, there are a couple of threads about compilation there. 2007/8/6, Laurie Harper <la...@ho...>: > > I've been trying to compile Nebula2 with varying degrees of success of > different platforms. To what extent are the different build platforms / > configurations currently maintained and/or supported? > > I started on Mac OS X, but found that the makefiles were pretty messed > up. I fixed the worst of the problems in the makefile generation and, > with a bit of tweaking and hacking, was able to make some progress, but > the dependencies still seem incomplete; I get large numbers of undefined > symbols at link time for virtually any library or executable. Not even > nkernel links cleanly, needing symbols form ngfx, TinyXML and other > modules that are not included (and don't look like they should be; > surely nkernel shouldn't have a dependency on gfx2?) At any rate, > scanning the archives, it doesn't look like anyone's worked with Nebula > on OS X in some years, so I doubt I can expect much help on this platform. > > Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the > build chokes almost immediately with compilation errors. I suspect that > the gcc/libc/whatever version is incompatible, but didn't investigate > further yet. > > Finally, I gave Windows a try. After some pain getting Visual C++ 2007 > and the latest platform and DirectX SDKs installed I was able to get a > fair bit compiled, but many of the workspaces still need manual > dependency tweaks and other hackery. And quite a few just fail to > compile or fail to link. > > Can anyone give me *specific* configurations (i.e. OS vendor/version, > tool versions, library versions) that will fully compile and run? Is > there somewhere better (e.g. one of the forums, a different mailing > list) I should pursue help with build issues and/or porting to OS X? > > Thanks for any pointers, > > L. > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > |
From: Laurie H. <la...@ho...> - 2007-08-06 21:25:08
|
I've been trying to compile Nebula2 with varying degrees of success of different platforms. To what extent are the different build platforms / configurations currently maintained and/or supported? I started on Mac OS X, but found that the makefiles were pretty messed up. I fixed the worst of the problems in the makefile generation and, with a bit of tweaking and hacking, was able to make some progress, but the dependencies still seem incomplete; I get large numbers of undefined symbols at link time for virtually any library or executable. Not even nkernel links cleanly, needing symbols form ngfx, TinyXML and other modules that are not included (and don't look like they should be; surely nkernel shouldn't have a dependency on gfx2?) At any rate, scanning the archives, it doesn't look like anyone's worked with Nebula on OS X in some years, so I doubt I can expect much help on this platform. Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the build chokes almost immediately with compilation errors. I suspect that the gcc/libc/whatever version is incompatible, but didn't investigate further yet. Finally, I gave Windows a try. After some pain getting Visual C++ 2007 and the latest platform and DirectX SDKs installed I was able to get a fair bit compiled, but many of the workspaces still need manual dependency tweaks and other hackery. And quite a few just fail to compile or fail to link. Can anyone give me *specific* configurations (i.e. OS vendor/version, tool versions, library versions) that will fully compile and run? Is there somewhere better (e.g. one of the forums, a different mailing list) I should pursue help with build issues and/or porting to OS X? Thanks for any pointers, L. |
From: libor c. <ca...@in...> - 2007-08-06 18:29:53
|
hello, i have another question about RenderContext concept. I think that i found inconsistency with ParticleShapeNode - simply it's not state-less. Imagine tree as a hierarchy: /tree (mesh node) flames (particle shape node) if i'd like to create forest of burning trees then i get to trouble with ParticleShapeNode::emitterVarIndex (each render context/tree may have some additional variables then index may be different - but this value is always overwritten in last ParticleShapeNode::RenderContextCreated() call). So i have to split this type of hierarchy and for each flame create context separately? What is common solution? thanks Libor Capak |
From: Sebastian S. <ssc...@gm...> - 2007-07-25 10:00:07
|
>> well with cmake you can build a project file much the same way you do >> with the nebula-build-system, >> >from those text-files you can autmatically create VS-Projects (PC) >> > what I read from their page they do not support VS 8 project creation Actually, that's possible by executing cmake -G "Visual Studio 8 2005" -- Sebastian Schuberth |
From: Jack P. <ch...@gm...> - 2007-07-17 18:03:06
|
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From: <neb...@12...> - 2007-07-17 06:34:26
|
Hello, everyone! I have just checked out the Nebula2 code from source forge SVN. I get som= e link error on building project =A1=B0basic01=A1=B1 in =A1=B0tutorials.s= ln=A1=B1. I am using visual studio 2005. ------ Build started: Project: basic01, Configuration: Debug Win32 ------ Linking... LINK : warning LNK4076: invalid incremental status file '..\..\bin\win32d= \basic01.ilk'; linking nonincrementally nnpkfileserver_main.obj : error LNK2019: unresolved external symbol "publ= ic: __thiscall nNpkBuilder::~nNpkBuilder(void)" (??1nNpkBuilder@@QAE@XZ) = referenced in function "public: virtual bool __thiscall nNpkFileServer::P= ack(class nString const &,class nString const &,class nString const &,boo= l)" (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z) nnpkfileserver_main.obj : error LNK2019: unresolved external symbol "publ= ic: bool __thiscall nNpkBuilder::Pack(class nString const &,class nString= const &,class nString const &,bool)" (?Pack@nNpkBuilder@@QAE_NABVnString= @@00_N@Z) referenced in function "public: virtual bool __thiscall nNpkFil= eServer::Pack(class nString const &,class nString const &,class nString c= onst &,bool)" (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z) nnpkfileserver_main.obj : error LNK2019: unresolved external symbol "publ= ic: __thiscall nNpkBuilder::nNpkBuilder(void)" (??0nNpkBuilder@@QAE@XZ) r= eferenced in function "public: virtual bool __thiscall nNpkFileServer::Pa= ck(class nString const &,class nString const &,class nString const &,bool= )" (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z) nrppass.obj : error LNK2001: unresolved external symbol "private: static = class nGuiServer * nGuiServer::Singleton" (?Singleton@nGuiServer@@0PAV1@A= ) ntoolkitserver_main.obj : error LNK2001: unresolved external symbol "priv= ate: static class nNodeList * nNodeList::Singleton" (?Singleton@nNodeList= @@0PAV1@A) ntoolkitserver_main.obj : error LNK2019: unresolved external symbol "publ= ic: void __thiscall nNodeList::LoadObject(class nString const &)" (?LoadO= bject@nNodeList@@QAEXABVnString@@@Z) referenced in function "public: void= __thiscall nToolkitServer::DoHotLoading(class nString const &)" (?DoHotL= oading@nToolkitServer@@QAEXABVnString@@@Z) ntoolkitserver_main.obj : error LNK2019: unresolved external symbol "publ= ic: void __thiscall nNodeList::AddDefaultEntry(void)" (?AddDefaultEntry@n= NodeList@@QAEXXZ) referenced in function "public: void __thiscall nToolki= tServer::DoHotLoading(class nString const &)" (?DoHotLoading@nToolkitServ= er@@QAEXABVnString@@@Z) ntoolkitserver_main.obj : error LNK2019: unresolved external symbol "publ= ic: void __thiscall nNodeList::Clear(void)" (?Clear@nNodeList@@QAEXXZ) re= ferenced in function "public: void __thiscall nToolkitServer::DoHotLoadin= g(class nString const &)" (?DoHotLoading@nToolkitServer@@QAEXABVnString@@= @Z) =2E.\..\bin\win32d\basic01.exe : fatal error LNK1120: 8 unresolved extern= als Build log was saved at "file://d:\Nebula2\trunk\nebula2\build\vstudio8\in= ter\win32d\basic01\BuildLog.htm" basic01 - 9 error(s), 1 warning(s) =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D Build: 0 succeeded, 1 failed, 4 up-to-date= , 0 skipped =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D =C3=CE =BB=C3 =CE=F7 =D3=CE=A3=AC=C7=A7 =CD=F2 =C8=CB =B5=C4 =D1=A1 =D4=F1= =A3=AC=C4=E3 =B5=C4 =D1=A1 =D4=F1 =20 |
From: Jack P. <ch...@gm...> - 2007-06-25 17:34:14
|
There are some tutorials created by je.a.le<http://nebuladevice.cubik.org/forum/index.php?action=profile;u=12> You can find links to them on the forum, topic "few tutorials in line" ( http://nebuladevice.cubik.org/forum/index.php/topic,41.0.html) Good luck! 2007/6/25, Daniel Gartz <ki...@gm...>: > > hi i am searching for tutroials fpr mangalor and nebula2 ? > most links i found were broken > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > |
From: Daniel G. <ki...@gm...> - 2007-06-25 07:56:38
|
hi i am searching for tutroials fpr mangalor and nebula2 ? most links i found were broken |
From: <ma...@fd...> - 2007-05-30 14:01:32
|
Hi, What I would do in that case is to isolate the "wheel state" in some external variable such as "rotationFactor". Wheels objects then render them accordingly, using an nAnimator that rotates them using that variable. The renderContext used in the entire car has that variable set. Car's trunk does not used it, but wheels do. Hope that helps. Marco Libor Capak escribió: > hello, > > i have trouble with RenderContext concept. Documentation is clear to me. > Idea of stateless nodes is nice, but i have problems with quite simple > issues. > > for example scene node tree: > > /car > wheel1 > wheel2 > wheel3 > wheel4 > > there is spatial hierarchy. /car is root node in my RenderContext > instance. If I'd like to rotate wheels according to render context > concept - so then i have to flatten this hierarchy and create for each > wheel another RenderContext instance? By flattening i loose relative > position of wheels so i have to calculate local->world transformation > manually for each wheel render context. Or am i missing something? > > thank you > > Libor Capak > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > |
From: Libor C. <ca...@in...> - 2007-05-30 11:54:47
|
hello, i have trouble with RenderContext concept. Documentation is clear to me. Idea of stateless nodes is nice, but i have problems with quite simple issues. for example scene node tree: /car wheel1 wheel2 wheel3 wheel4 there is spatial hierarchy. /car is root node in my RenderContext instance. If I'd like to rotate wheels according to render context concept - so then i have to flatten this hierarchy and create for each wheel another RenderContext instance? By flattening i loose relative position of wheels so i have to calculate local->world transformation manually for each wheel render context. Or am i missing something? thank you Libor Capak |
From: <ki...@ho...> - 2007-04-15 13:23:12
|
Dear Nebula SourceForge, I want you to check out "Duplicate vertex declaration" on The Nebula Device. To view it, please click this link: http://nebuladevice.cubik.org/forum/index.php?topic=48.0 A comment has also been added regarding this topic: redirection from the forum Thanks, kimsama |