Search found 29 matches

by kostya_z
Wed Apr 26, 2006 4:18 pm
Forum: Python
Topic: Weird Blender crash
Replies: 7
Views: 5627

197 views (at the moment of writing this message) and not a single reply :) . Do you think it makes sense to submit it to Bug Tracker?
by kostya_z
Tue Apr 18, 2006 10:19 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

I am using just your exporter, that you hosted at www.eternal-lands.com. That's why it's all so weird to me. In Blender everything looks just fine, but when I export it to Cal3D viewer, skeleton and animations turn out to be "shifted" away from the mesh as I said. Well, hopefully sometimes the secre...
by kostya_z
Thu Apr 13, 2006 12:11 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

OK, I tortured my application for a while and got the following results: Because of some reasons skeleton and animations are rotated 90 degrees and translated [0, -0.1, -2.4] <- this much from the mesh. Manually correcting this, i.e. creating rotational matrix and multiplying it by the quaternion of...
by kostya_z
Fri Mar 31, 2006 3:33 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

I just tried this latest exporter on my model: it doesn't work. The hand doesn't turn, but translates aside when I want to do the simplest movement, where the model is waving his hand.
Any suggestions why this is the case?

Kostya
by kostya_z
Fri Mar 31, 2006 11:46 am
Forum: Python
Topic: Weird Blender crash
Replies: 7
Views: 5627

Weird Blender crash

Hi, I am giving a try to this new updated blender2cal3d_2 script. And my Blender (2.41) crashes when trying to process an IPO block here for ipo in ipos.values(): if ipo.getNBezPoints(0) > nbez: in Animation part of exporting. I checked, it crashes exactly on ipo.getNBezPoints(0), I tried replacing ...
by kostya_z
Sat Feb 25, 2006 8:59 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

Well, thank you for the answer, but I meant something slightly different, I mean where I can find easy to understand info on matrix transformations and such things applicable to computer graphics. I studied matrices, polar and other coordinates during my 1st year in University, but all of that was j...
by kostya_z
Sat Feb 25, 2006 12:11 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

dcyoung, That's grand you managed to calculate the Bones transformation with the new Blender. How did you find that out? I mean I am far from being able to assemble something like this expression: bone = Bone(skeleton, parent, b.name, b.parent.matrix['ARMATURESPACE'].rotationPart() * (b.matrix['ARMA...
by kostya_z
Wed Feb 01, 2006 6:28 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

Thank you very much for such a thorough testing! I am sorry, long time ago I disabled UV coordinates in this script as I was having some troubles with it. I absolutely forgot about that. I enabled them back again and uploaded exporter to geocities. As to problems with Actions I got some weird result...
by kostya_z
Mon Jan 30, 2006 2:04 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

This piece of code: influences = data.getVertexInfluences(face.v[i].index) returns the list of ALL vertex groups that influence the given vertex, not bones only as it was before. I don't know why. This resulted in that: for bone_name, weight in influences: if not BONES.has_key(bone_name): continue S...
by kostya_z
Mon Jan 30, 2006 12:40 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

Roja: Could you give the script a try again, please? I got the more complicated mesh to export as it was before. In my case the problem was that there were some additional vertex groups that were not actually mapped to Bone names. I don't really know what they are there for. But they caused for scri...
by kostya_z
Fri Jan 27, 2006 10:56 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

Hello, I got some interesting results by multiplying Bone's ARMATURESPACE and BONESPACE values. The rotation values are still different, but it's not warped anymore. This is for easy mesh though. More comlicated one still looks jumbled. I also submitted a blend file to a bug tracker. I think it will...
by kostya_z
Fri Jan 27, 2006 10:43 pm
Forum: Coding Blender
Topic: Bones' roll values
Replies: 4
Views: 4264

Ok, I did it! https://projects.blender.org/tracker/index.php?func=detail&aid=3825&group_id=9&atid=125 Thank you for replying! It's interesting that by multiplying BONESPACE and ARMATURESPACE values in treat_bone function I can get the model to behave pretty much the same, though ROTATION values in e...
by kostya_z
Fri Jan 27, 2006 9:32 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49304

Hi, I am sorry, I didn't check the file again before I posted it there. Also I posted it at the end of a work, so I couldn't reply. But thank you for the offer. My time is GMT here. Try to load the new skeleton file with an old mesh, but turn off the animation (comment out all the lines for animatio...
by kostya_z
Fri Jan 27, 2006 9:19 pm
Forum: Coding Blender
Topic: Bones' roll values
Replies: 4
Views: 4264

Hello, I am trying to fix an exporter for cal3d and therefore need some HELP!!! Can anybody tell me, please, what's wrong with bone matrices compared to Blender 2.37a? When I export the model and turn off the animation it looks OK, but when I start the animation everything is twisted seems like 180 ...
by kostya_z
Fri Jan 27, 2006 5:40 pm
Forum: Coding Blender
Topic: Bones' roll values
Replies: 4
Views: 4264

I was told that bones' roll values seem to be rotated 90 degrees counter clockwise. Why is that? Does anybody know?