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Member Since 17 Aug 2009
Offline Last Active Feb 08 2014 11:56 AM

Topics I've Started

Swap limbs of a skinned mesh

18 March 2013 - 06:42 AM

If I have a model, such as a robot, I am able to swap its limb meshes out and replace them with other robot limb meshes by merely removing the limb mesh from the skeleton and attaching the new one to the appropriate bone.


Now I want to essentially do the same thing but with a skinned mesh, say a human/monster character. For example I want to swap a normal human arm for some bad-ass demon arm. How do I go about doing this as I believe I need to take into account skin/bone weights etc.


A great example I have found is the game Impossible Creatures

floating point precision problem

14 September 2012 - 06:15 AM

Hi all,
More than just solving this problem I'd love if someone could explain to me the cause for this:

I'm doing a winforms projects and have a picture box with an image. I drag a rectangle over that image and get the bounds of that rectangle. The thing is that I need to store these bounds as UV coordinates and as the picture box Y is at the top and UV's Y(or V) starts at bottom I need to flip them. I do this like so :

return new RectangleF(bounds.X, 1.0f - (bounds.Height + bounds.Y), bounds.Width, bounds.Height);

I should mention that X and Y range from 0.0000 - 1.0000.

Now the problem occurs when I select most if not all the box and the equations looks something like:

return new RectangleF(bounds.X, 1.0f - (0.9886 + 0.0114), bounds.Width, bounds.Height);

Now obviously 1.0f minus this sum should make 0, but instead I'm getting -0.0000000158324838.

Now I've seen that a float has a 7point accuracy but as you can see I'm not using that, so what is the problem?
Any help would be much appreciated.

Negative exponential curve formula for stat leveling

01 August 2012 - 10:59 AM

Hi all, I'm making a game where the character levels up and stats need to be increased. Now its a bit dull if every level got +1 for each stat so what I want is an exponential curve. The thing is I keep finding millions of things about making it start slow and get faster but can find sod all on the opposite, as in many rpg's you gain pace quite quickly and then at higher levels ease off. Now I'm not really an expert on this side of maths and have heard many terms such as negative exponential curve, logarithm etc.

What I want is to take a min and max value and curve between them over 100 levels. Say at level 1 I want attack to be 1 and at level 100 I want it to be 1000, but at level 50 I don't want it to be 500, rather more like 600. I'm sure you understand.

I've been trying formulas in wolfram alpha but not really getting anywhere. Could some one help me out.

Any help much appreciated.

Android : import animation

22 February 2012 - 03:03 PM

Hi all,

I want to build an animated character for a 2d game but I want the limbs to be interchangeable. Imagine like a cardboard puppet where all the limbs are attached by pins. In essence what I want is for sprites to be attached to an animated skeleton system, understandably this isn't possible and I definitely don't want to be manually animating the character. Instead what I figure is I'd make some planes in 3ds max or something and attach them to an animated skeleton.

My question is how do I then import that into my android project and animate?

Assimp creating FileNotFoundException?

31 January 2012 - 10:26 AM

I have 3 projects in my solution; a native engine that produces a lib, a managed interface that uses that engine lib and creates a dll, and a managed Editor that uses that dll and accesses the engine through the managed interface. Ive recently been trying to implement assimp the asset importer into my engine and as soon as I have all the include and lib directories included and include the headers its all building and compiling fine. As soon as I try and utilise even the first bit of assimp my managed editor decides to through out this error at runtime:

System.IO.FileNotFoundException: Could not load file or assembly 'ManagedInterface.dll' or one of its dependencies. The specified module could not be found.

Its fine when I comment out the single line of code relating to assimp and runs perfectly but as soon as I uncomment it it will crash at runtime again.

It's probably not directly significant but this is the line of code in my engine:

Assimp::Importer importer;

I figure it must have something to do with the way my include or lib directories are set up or something with assimp isn't getting built correctly.

Any help would be much appreciated.