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  • frankiezafe 13:08 on 2017-01-17 Permalink | Reply
    Tags: , , , , , skeleton,   


    New example ready for skeletons manipulation.

    In the example, the skeleton debugging is enabled by default. It shows the bones hierarchy and the local orientation of each bone.

    There is 3 transformation spaces for bones, inherited from Ogre3D:

    • LOCAL
    • PARENT
    • WORLD

    All methods to get or set orientation, scale and position are sensitive to this value, except the moveBone methods, not yet finished.

    The example shows also the different ways to retrieve information about the skeleton: list of bone’s name, list of bone objects, access via name, id or pointer, etc.

    The beautiful model i destroy if from Sophie Khan and distributed by #additivism.

  • frankiezafe 23:59 on 2017-01-13 Permalink | Reply
    Tags: , , , skeleton, visualisation   




    Working on a debugging view for skeletons, a good way to learn how #ogre3d is storing skeletal data. There’s a scaling issue: the points in the face are not correctly placed, they should be at the lips borders, at the basis of the nose and closer to the eyebrows.

    The visualisation is not the same as in blender: bones are linked to their parent head, not tail. It’s simply because the information about the size of the bone is not available in ogre. The only information available for a bone are its position and orientation.

    A fix will come soon!

  • frankiezafe 17:33 on 2017-01-12 Permalink | Reply
    Tags: , , , , , skeleton   


    Preparation of a 3d model for skeleton example. The model is from Sophie Kahn and distributed by #additivism (their selection is really good!).

    Image of the model in the 3d additivism cookbook:


    First step was to reduce (a lot) the number of faces of the model ( around 75% ), generate a UV map and link it to an armature, in blender, obviously. Note that the armature is displayed using Envelope. I never use it to work, but i find it lovely for screenshots.



    The skinning was tricky, due to the mesh mess. There are no arms for instance.

    After the export and conversion via OgreXMLconverter, the model has been easily imported in the engine.

    A lot of fine-tuning has been done on the material, to display solid and wireframe + having a light emission of the wireframe pass in the shadows.

    Here is the material definition:

    pass sophiekhan-mat
    	ambient 0.8 0.8 0.8 1.0
    	diffuse 0.8 0.8 0.8 1.0
    	specular 0.02 0.05 0.05 1.0 0.1
    	emissive 0.0 0.0 0.0 1.0
    	alpha_to_coverage off
    	colour_write on
    	cull_hardware clockwise
    	depth_check on
    	depth_func less_equal
    	depth_write on
    	light_clip_planes off
    	light_scissor off
    	lighting on
    	normalise_normals off
    	polygon_mode solid
    	scene_blend one zero
    	scene_blend_op add
    	shading gouraud
    	transparent_sorting on
    pass sophiekhan-wf
    	ambient 0.0 0.0 0.0 1.0
    	diffuse 0.85 0.7 0.75 1.0
    	specular 0.5 0.5 0.5 1.0 30.2
    	emissive 0.31 0.26 0.2 1.0
    	polygon_mode wireframe
    	transparent_sorting on

    Other screenshots:



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