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• ### Similar Content

• Hello! So, I've been the leader of BJP for a while now. I'm a bit bored of taking the role I always take, leader. I was hoping someone out there is looking to forge a team maybe and needs a programmer.
I have experience mainly in the Unity engine(C# intermediate) and I have a very small amount of knowledge on Shaders, as well as experience on developing games(usually end up stuck in dev hell) and leading experience from my last team which at one point reached 11 people. I personally love the Unity engine and prefer to use it as it's the development environment I'm comfortable with.
I have used Unity for over a year and a few months, I'd consider myself an intermediate at the Engine, but to this day Unity still surprises me.
I live in the United Kingdom, I find it a bit strange to work with other programmers as the ones I've worked with tend to leave their code heavily unoptimised and I'm a on the go optimise kind of guy, I also like to get things done quickly.

If you're a new team and need a programmer that has high levels of ambition and strives to maintain the motivation throughout the team, then I'm your guy. I don't care if you're just beginning because I'm all for helping people learn!

To finish this off: I like to get things done and I like to get them done right the first time, if I fail I will do it again and again, etc, until I loose all motivation. So if you're a modeller or an artist, please don't leave me to do all the modelling/art as well as the programming and sound. I do have experience in all those areas but my main power is in programming and I'd prefer to keep it that way.

[If this was posted in the wrong forum, sorry, I don't really know the layout of this website yet]
• By Alexia
Hi all,
A small team are currently undertaking a fairly large game project involving multi-playing, taming and other complex game mechanisms.
We are looking for someone who is experienced in programming a wide range of mechanisms, more information is on our discord server. It is also a learning experience and we wouldn't expect you to know how to do everything we wanted, but just ask that you would be willing to learn how to.
Alexia

• I'm a formally trained composer (doctorate from Michigan State) who writes what most people would call avant-garde concert music. I love weird abstract projects, and I would like to work with somebody making a weird, abstract, artsy game.
You can find more about me and my music on my site. I have worked with acoustic and electronic sounds, including some procedurally generated and interactive computer music.
In particular, I would like to work on a project that lets me use Fmod to prepare an adaptive score for a game built on Unity or Unreal. I've been a music professor and would like to get experience working in this medium so that I can be a better mentor for my students. Send me a DM or email <davidjohnmacdonald@gmail.com> if you would like to discuss working on a project together.
• By Tuner_z

Name: One Level: Stickman Jailbreak
Price: Free
Developer: RTU Studio
Platform: Android
Language: C# (Unity3D)

Hello!
I want to show you my game! "One level: Stickman Jailbreak" is a puzzle game with unusual gameplay where you must help the character to escape from prison. You just need to take the key and get out alive. The game has only one level, and there are many ways to complete it. Not everything is as simple as it might seem at first glance, so there are clues in the game.

Short description:
Nobody escapes from here!

Description:
Tommy got into trouble again! Our hero is behind bars. But he's not going to stay in jail for a long time and he decides to escape. Tommy steals a key and gets out of the jail cell. But our friend doesn't go free: Tommy suddenly finds himself in the same room from which he just escaped! The conditions for escaping change every time. In order to go free Tommy will have to solve logical puzzles and you can help him in this!
At first it will be easy, but the tension will increase, and the tasks will become more complicated with each level. You should use your brain for all 100%, but if your skill is not enough, you can use a hint or ask for help from friends!
You can solve the puzzles alone or with your friends and spend time well!

Features:
Features:
- 48 unique levels;
- the game is translated into 10 languages: English, French, German, Spanish, Italian, Portuguese, Russian, Japanese, Chinese, Korean;
- the function of "help from friend";
- hints;
- instructions.

Trailer:

Screenshots:

• Hello forum,
I have some decent amount of experience in Unity making games for Software Engineering projects in college, these were very specific projects however and I still am fairly new to building games. I wanted to make a game that uses the shadows of objects for collision detecting (i.e. shooting a gun at a characters shadow causes that character damage. What is the best engine to do this in (game will be 3D), and does anyone have any advice on how to approach this concept? I consider myself fairly experienced in programming, but game dev is just an entirely different beast.

# Unity FBX poses

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Hi community,

Im writing a custom FBX importer for my programm (since the SDK by Autodesk is not usable for Pascal). Everything works quite fine instead of applying the Poses.

For my programm, I need to get the global coordinates of each Vertex, so what I do is:

- Multiplying the pose's rotation matrix with each Vertex and add translocation

Unfortunately, as soon as I change the pose (eg in Blender) from (0,0,0) to anything else, the objects have a different position.

So I expect an error in my multiplication (Im getting valid floats in Pose matrix and Vertex), but I dont see any error here.

a1 a2 a3 tx
b1 b2 b3 ty
c1 c2 c3 tz
0  0  0  1

newX:=a1*OldX+a2*OldY+a3*OldZ+tx;
newY:=b1*OldX+b2*OldY+b3*OldZ+ty;
newZ:=c1*OldX+c2*OldY+c3*OldZ+tz;

By the way:

Am I in need of using the poses even if Im not using animation?

What exactly is the difference between "Blind Poses" and the Objects "Properties" for scale,rot and pos?

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since the SDK by Autodesk is not usable for Pascal

A compiler and import code that both support extern C (or similar) calls might work.

I need to get the global coordinates of each Vertex, so what I do is:

depends on what you're working with, and what you're trying to achieve. if you have a rigged skinned mesh, it can be posed in pose mode in blender, then exported.  This creates a static mesh, like a statue. You'll have to look up how to apply the pose during the export.

If you have a mesh that is not rigged, its just a statue, like any other mesh. Edit it to the pose you want (in edit mode), then export.

Note that in object mode, you want scale=1, location =0,0,0,  rotation =0,0,0.  then adjust things in edit mode so they line up.

If you're not animating, you're either doing rendered sprites, or 3d statues.

for rendered sprites, you render a 2d image from which you then make a sprite. but you need multiple sprites for different viewing angles, and the sprites won't respond to lighting.

a statue is just another mesh that happens to look like a person. applying scale, rot, translate to every vert will move the whole thing like a statue.  These are probably the results you are seeing now.

to move limbs individually, there are two ways to go about it:

1. use a rigged skinned mesh, and capture your poses as animation frames. then set the animation controller timer to the frame / pose you want before you draw. probably loads faster, should use less ram, is more complex to implement

2. export a copy of the mesh in each pose desired, and simply draw the appropriate mesh depending on the pose desired.  probably loads slower, should use more ram, is less complex to implement.

What exactly is the difference between "Blind Poses" and the Objects "Properties" for scale,rot and pos?

Do you mean "bind pose" ?    The bind pose is the pose used to rig the mesh, typically a "T" or "A" pose for a humanoid.  Its the pose you put the mesh into before you "bind" the vertices to the bones (IE rig - assign weights).

The object properties for scale, rot, trans are its transform relative to object / local space.

always keep object scale at 1, and trans and rot at 0.  that way your object is centered on the origin in object space, with a scale of 1 and no rotation, before you apply the world transform in your game.

Any adjustments to object scale, rot, or trans should be made in edit mode, not object mode.

Use object mode to move objects out of the way temporarily when editing multiple objects in a single scene, or to arrange objects into models such as quad based plants before you join/merge them to become a single object.

When exporting a single object, always make sure to set the object back to scale= 1, rot=trans=0 before exporting.  if your object is one unit left of center in blender it will always draw one unit left of center in the game - not where you tell it to. same idea for scale and rotations. so always keep the object transform at identity, and edit the mesh, not the object.

Multiplying the pose's rotation matrix with each Vertex and add translocation   Unfortunately, as soon as I change the pose (eg in Blender) from (0,0,0) to anything else, the objects have a different position.

A mesh rigged with exactly one bone will have a single "pose" transform matrix. A mesh that is not rigged will not have any pose matrices. a skinned mesh will have a transform matrix for each bone.  all meshes also have an object transform matrix (the object's transform relative to the object space origin and axes).  to draw a posed statue  in the world with some rotation, simply apply the world transform mat  (scale,rot,translate) to the vert, and ignore the object matrix. if you factor out the object matrix, the object will start at the origin in object space with scale 1 and no rotation, all ready for the worldmat to be applied.

Edited by Norman Barrows

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The models I want to Import dont have any kind of animation.

When exporting a single object, always make sure to set the object back to scale= 1, rot=trans=0 before exporting.

I dont have a problem with that, becaused Im even used to that^^

But Im in need to expect that other users wont care about that, so thats why Im trying to apply the transformation.