Anyone has a solution? My .x file looks the same than tiny.x but it doesn''t work with the demo of Jim''s book. It has been constructed with 3ds max and exported to .x with panda.
Using D3DXLoadMeshFromXof instead D3DXLoadSkinMeshFromXof is NOT a solution in my case since I do have skin informations to load and display.
My problem is similar to portalguy''s one so if his .x works for you, you have what I need.
Please Jim (or anybody)your help would be greatly appreciated.
Problem with Advanced Animation book
I finally found a solution. When comparing Jim''s source code with DXSDK sample I realized they both optimize the mesh in a different way. Try replacing this line in Jim''s code
pMesh->MeshData.pMesh->OptimizeInplace(
D3DXMESHOPT_ATTRSORT,
NULL,
NULL,
NULL,
NULL);
by this one
pMesh->MeshData.pMesh->OptimizeInplace(
D3DXMESHOPT_VERTEXCACHE,
NULL,
NULL,
NULL,
NULL);
If someone know why the first doesn''t always work please tell me.
pMesh->MeshData.pMesh->OptimizeInplace(
D3DXMESHOPT_ATTRSORT,
NULL,
NULL,
NULL,
NULL);
by this one
pMesh->MeshData.pMesh->OptimizeInplace(
D3DXMESHOPT_VERTEXCACHE,
NULL,
NULL,
NULL,
NULL);
If someone know why the first doesn''t always work please tell me.
I''m facing a new problem with the adam''s skinned mesh loader, if a mesh has only vertex coloring and no textures it doesn''t load the vectex colors!!!
Any help is appreciated
Any help is appreciated
Hmmm...could my problem be related to Jim''s code? I always
thought that I messed something really easy up.
Here is my post in another thread:
http://www.gamedev.net/community/forums/topic.asp?topic_id=224020
as quoted below:
Dear all,
I have tried almost everything to transition between 2 frames
of different animation sets of a .X skinned mesh to no
avail.
A normal blending between 2 frames (the last
of the previous animation set and the new animation set) of different animation sets is done by adding the previous transformation matrix with the new transformation matrix for for every bone in the skinned mesh (according to Jim Adam''s
Advanced Animation book).
I would assume that this will create a transition effect
between both frames but it doesn''t. If I multiply a blending
value to the transformation matrix, I will get a deformed
in-between frame (I thought it was because I didn''t multiply
with the inversed matrix first but that doesn''t seem to be
the case).
So, in the end I did this:
Previous Bone Transformation Matrix + New Bone Transformation
Matrix X Transition Value (default to 0.5).
This is done before I call UpdateSkinnedMesh which does
the actual:
Vertex = Bone Transformation Matrix X Inverse Bone Transformation
Matrix X (1-weight) x vertex.
Unfortunately, I still get the deformed in-between frame.
What am I doing wrong? Thanks. ^_^
_________________
Best regards,
Sherman Chin
Director
Sherman3D (Malaysia) Sdn Bhd
www.Sherman3D.com
chat.Sherman3D.com
forum.Sherman3D.com
www.VibeForce.com
_________________
Best regards,
Sherman Chin
Director
Sherman3D (Malaysia) Sdn Bhd
www.Sherman3D.com
chat.Sherman3D.com
forum.Sherman3D.com
www.VibeForce.com
thought that I messed something really easy up.
Here is my post in another thread:
http://www.gamedev.net/community/forums/topic.asp?topic_id=224020
as quoted below:
Dear all,
I have tried almost everything to transition between 2 frames
of different animation sets of a .X skinned mesh to no
avail.
A normal blending between 2 frames (the last
of the previous animation set and the new animation set) of different animation sets is done by adding the previous transformation matrix with the new transformation matrix for for every bone in the skinned mesh (according to Jim Adam''s
Advanced Animation book).
I would assume that this will create a transition effect
between both frames but it doesn''t. If I multiply a blending
value to the transformation matrix, I will get a deformed
in-between frame (I thought it was because I didn''t multiply
with the inversed matrix first but that doesn''t seem to be
the case).
So, in the end I did this:
Previous Bone Transformation Matrix + New Bone Transformation
Matrix X Transition Value (default to 0.5).
This is done before I call UpdateSkinnedMesh which does
the actual:
Vertex = Bone Transformation Matrix X Inverse Bone Transformation
Matrix X (1-weight) x vertex.
Unfortunately, I still get the deformed in-between frame.
What am I doing wrong? Thanks. ^_^
_________________
Best regards,
Sherman Chin
Director
Sherman3D (Malaysia) Sdn Bhd
www.Sherman3D.com
chat.Sherman3D.com
forum.Sherman3D.com
www.VibeForce.com
_________________
Best regards,
Sherman Chin
Director
Sherman3D (Malaysia) Sdn Bhd
www.Sherman3D.com
chat.Sherman3D.com
forum.Sherman3D.com
www.VibeForce.com
quote:Original post by portalguy
I''m facing a new problem with the adam''s skinned mesh loader, if a mesh has only vertex coloring and no textures it doesn''t load the vectex colors!!!
Any help is appreciated
Did you remember to turn off the lighting?
_________________
Best regards,
Sherman Chin
Director
Sherman3D (Malaysia) Sdn Bhd
www.Sherman3D.com
chat.Sherman3D.com
forum.Sherman3D.com
www.VibeForce.com
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