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1  Associate Projects / CEL Discussion / Re: Is iPcNpcMove struct ready to be used in applications or not? on: October 16, 2008, 07:55:40 am
I looked at the struct in the CEL api but i found it lacking - does it mean its still in developement?

It is not ready for usage yet.

Greetings,

OK, that was more than two years ago wink
Is it ready now?

The thing is I'm finishing a game using CEL, it has one NPC and I don't know how to let him move and act by itself. If NpcMove is not implemented, could I get some pointers how to make the npc act and move?

Thank you very much!
2  Crystal Space Development / Support / Re: Attach a mesh to a Socket on: September 22, 2008, 04:17:08 pm
Ok, I think I got the solution.

IMHO the code to attach a mesh to a skeleton socket should be:


/**
  * actorMesh: the mesh to whose skeleton you want to attach another mesh
  * socketName: the name of the socket where you want to attach the mesh
  * objectFactoryName: the name of the factory of the mesh you want to attach to the socket
  * engine: a reference to the engine
  */
bool AttachMesh (iMeshWrapper* actorMesh, const char* socketName,
       const char* objectFactoryName, csRef<iEngine> engine){

  iMeshFactoryWrapper* objectFactory = engine->GetMeshFactories()
    ->FindByName (objectFactoryName);

  if (!objectFactory) return false;

  csRef<iMeshWrapper> object = engine->CreateMeshWrapper (objectFactory,
                       objectFactoryName);

  csRef<iGeneralMeshState> genstate = scfQueryInterface<iGeneralMeshState> (
    actorMesh->GetMeshObject ());

  if(genstate){
    csRef<iGenMeshAnimationControl> skelstate = genstate->GetAnimationControl();
 
   if(skelstate){
      csRef<iGenMeshSkeletonControlState> ctlstate =
   scfQueryInterface<iGenMeshSkeletonControlState> (skelstate);

      if (ctlstate){
   csRef<iSkeleton> skel = ctlstate->GetSkeleton ();

   if(skel){
     iSkeletonSocket* skelsocket = skel->FindSocket (socketName);
     if (!skelsocket) return false;
     object->QuerySceneNode ()->SetParent (actorMesh->QuerySceneNode ());
     skelsocket->SetSceneNode (object->QuerySceneNode ());
     return true;
   }
      }
    }
  }
  return true;
}


At least it works for me!
3  Crystal Space Development / Support / Re: Attach a mesh to a Socket on: September 22, 2008, 03:40:43 pm
Could you please share the solution?

Others might have the same problem you had.

For example, I do wink

Thank you.
4  Crystal Space Development / Support / Re: Collsion detection of a section of a Mesh on: July 27, 2008, 05:07:27 pm
Thank you for your answer jorrit!

It does sound like something that needs some work, but now I can try and follow your idea. It sounds very structured. I'll post when I get some results... or some trouble wink

Thanks!
5  Crystal Space Development / Support / Collsion detection of a section of a Mesh on: July 23, 2008, 03:58:01 am
I have an animated character in CS. It can punch and kick. I want to know when a punch or kick hits something.

What I want to do is check ColDet for the hand only when it's a punch, or for the feet only when it's a kick. It's not fair to get some points for hitting something with your feet when you used a punch.

I've used colliderWrapper for doing simple ColDet. But in the case of a complex Mesh I don't know how to assign a collider to just a piece of the Mesh, and I don't know if it will follow the animation.

Maybe this isn't the right approach at all. I thought of using CEL but the ColDet facilities it has seems to be more for gravity or complete meshes...

Could I get some help, some pointers in the right direction?

Thanks in advance!
6  Crystal Space Development / Support / Re: genMesh animation tutorial on: July 23, 2008, 03:39:20 am
Thank you very much for your answer. I checked isotest's source code and it did help a lot.

Now that I can use this kind of animations I would like to help other learn how to use them.
I want to save new users from the frustration of not finding some information on something
so fundamental wink

I think it's a shame that section 4.15.4 of the CrystalSpace user manual (GenMesh Animation)
contains only a big " TODO! ".

I would like to write something for that section, at least explaining what I know now.
Instead of TODO! we could have "GenMesh animation using Blender + TODO the rest".

Who can I contact to submit my contribution?

Thank you in advance.
7  Crystal Space Development / Support / genMesh animation tutorial on: June 25, 2008, 10:08:55 pm
hello,

I already posted this, but I think I did it in the wrong section.

I want to have animated 3D characters in a CS application. I modelled the character and animated it in Blender. I used blender2crystal to export the animation as a genMesh according to the blender2crystal tutorial (http://b2cs.delcorp.org/index.php/Exporting_armature_animation_using_genmesh). Now I want to use that animation in CS.

From here on I'm clueless. Apparently I need to use iSkeleton somehow, but I don't know how...

Is there a tutorial on how to use animations exported as genMesh? Maybe it's not that hard and I can do it with a little bit of your help. I would really appreciate that!

Thank you very much in advance!
8  Crystal Space Development / Game Content Creation / genMesh animation tutorial on: June 24, 2008, 07:06:25 pm
hello,

I want to have animated 3D characters in a CS application. I modelled the character and animated it in Blender. I used blender2crystal to export the animation as a genMesh according to the blender2crystal tutorial (http://b2cs.delcorp.org/index.php/Exporting_armature_animation_using_genmesh). Now I want to use that animation in CS.

Is there a tutorial on how to use animations exported as genMesh? I haven't found one yet.

Also, there's a cal3D animation tutorial in the community site (http://community.crystalspace3d.org/tiki-read_article.php?articleId=22).

What are the advantages of using one animation system over the other?

Thank you very much in advance!
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