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16  Crystal Space Development / Support / Re: A small CEGUI problem on: June 21, 2011, 05:11:48 pm
This problem has been fixed in r36516 (in current trunk, soon to be merged into 2.0). The CEGUI plugin now uses a configuration file where the logfile can be specified. Also by default, the file is now created in your "/tmp" directory.
17  Crystal Space Development / Support / Re: Installation-Problem win7prof_64bit on: May 16, 2011, 12:15:42 pm
I got the following error while compiling libcrystalspace:

   IntelliSense: identifier "uint8_t" is undefined   c:\cs\include\csutil\cssha256.h
   IntelliSense: too few arguments in function call   c:\cs\include\csutil\cssha256.h
   IntelliSense: identifier "uint32_t" is undefined   c:\cs\include\csutil\cssha256.h
   error C1083: Cannot open include file: 'zlib.h': No such file or directory   c:\cs\libs\csutil\checksum.cpp

This was a temporary problem in trunk, it should have been fixed in r36315.

You would probably be interested to use the 2.0 branch instead of the trunk, this would avoid you this kind of problems.
18  Crystal Space Development / General Crystal Space Discussion / Re: Is Crystal Space dying? on: May 03, 2011, 05:32:10 pm
I might be willing to contribute to the documentation. Are there any plans to work on a book on CrystalSpace?

It's probably a bit too early before working on a book (but good idea), a first step would be to update the manual which is starving of affection since a few years. That's clearly a topic where help is welcome and where many people can contribute without needing a deep knowledge of the engine.

The main things to know for contibuting is that the manual is generated using Texinfo from the files in 'CS/trunk/docs/texinfo'. Contributions can be sent eg through svn patches on the CS bug tracker.

One remark on the website: It does not help to promote CyrstalSpace if the latest date in the "Events" section is 2007 (CrystalSpace main website). You might want to remove the section.

Hehe, thanks for the suggestion. I've renamed it as 'Past events' as a quick fix...
19  Crystal Space Development / General Crystal Space Discussion / Re: Is Crystal Space dying? on: April 30, 2011, 03:54:08 pm
For sure CS is very active currently. You can have a look at the trac timeline to see that almost every day comes with its pack of new features.

The first release candidate for CS 2.0 is also planned very soon: there are still one or two blocking bugs to get rid of, then it may be released. And this 2.0 will contain a huge amount of new features.

There is one domain where CS has never been good: having a good public image. For example the CS website is ugly (no offence Wink ), and the forums are not that frequented by the developers. So this may appear a little bit dead, but if you would see the spam we got on the developer communication channels...
20  Crystal Space Development / Support / Re: Installation-Problem win7prof_64bit on: April 11, 2011, 09:59:03 pm
A nice post has been made recently about that, it's  here.

But instead of using CS 1.4, you would better go for the CS 2.0 branch, it still needs a bit of bug fixing but that's now the recommanded release for CS users willing to access to the last functionalities of CS.

The branch 2.0 is at the SVN URL:
21  Crystal Space Development / Support / Re: Beginner is totally confused on: March 27, 2011, 01:10:02 am
this was not the answer I was hoping for.
If I take the time to look at the file and extract the syntax, I'll post it.

OK, then I'll try something better Wink

I've commited a more complex example of XML definition of animation packets and nodes. It's in trunk, in revision 36009, the file CS/data/krystal/anims_idle.cslib (plus two lines in krystal.xml).
22  Crystal Space Development / Support / Re: Beginner is totally confused on: March 26, 2011, 01:51:31 pm
But is there a way to create the MorphNodes and LookAtNodes with Blender and export them via blender2crystal?

There is no MorphNode but that's not the question.
There was a start for an editor of the animation nodes in blender2crystal, but I never used it and it doesn't cover the new nodes that have been added since then, like the LookAt one.

We started internally the work on a graph editor for CS that would be used for editing the animation tree. Hopefully it will be usable in some months.

Meanwhile the easiest solution is probably to edit the tree from the XML description. There is no documentation on that process, but you can have a look at plugins\mesh\animesh\persist\skeleton2\skeleton2ldr.cpp to see what's the exact syntax.
23  Crystal Space Development / Support / Re: zlib.h not found on: March 20, 2011, 11:19:23 pm
You most probably haven't installed correctly the whole stuff. A post has been made recently summarizing the operation: here
24  Crystal Space Development / Support / Re: Beginner is totally confused on: March 19, 2011, 06:18:27 am
Thanks again, but currently working with 1.4 is fine.
Now I try to get familiar with the software interface of Animesh. Since it is a complex tree interface, I am did not really get into it, yet.
Is there a tutorial for skeletal animation or a piece of code, where I can have a look at?

For animeshes you should really go in 2.0 or trunk since it has received many fixes and improvements since 1.4. The API doc too has been improved.
The main source of examples for animeshes is avatartest (in 2.0/trunk too). Otherwise you can look at csbias or viewmesh too.

I also posted recently a summary of the work that was made since 1.4, it's here.
25  Crystal Space Development / Support / Re: Beginner is totally confused on: March 14, 2011, 02:53:50 pm
In fact, I'm not even sure that the CeGUI plugin can work currently in trunk under GNU/Linux. This is on my TODO list, I'll try to look at this this week.

I haven't still got the time to look precisely at the problem, but it seems that you can launch any CeGUI applications from CS under GNU/Linux if you first copy all the files from data/cegui into data/nameofthepplication. It works for example with viewmesh if you copy the files into data/viewmesh.
26  Crystal Space Development / Support / Re: Beginner is totally confused on: March 10, 2011, 03:46:05 pm
I reanimated my test model. Last time I used autokeyframe and LocRotScale. This was working fine in Blender, but not well in CS. This time I only keyed Rotation and I have 3 wonderful actions now.

The blender2crystal script only export the keyed rotations and offsets, so if you use animation constraints you would first need to use eg a script to bake the result in some keyframes before exporting it to CS.

For which effect do you use the constraints in Blender? Are you sure this effect isn't achievable in CS, eg with the 'retarget' or 'lookat' animation nodes?

But: In Viewmesh I don't succeed to combine the animations. When I add one, the previous stops but remains in the same position. E.g. I have a "grab" animation for the hand and a "wave" animation only for the arm. The arm is moving up and down, when I play "wave". When I start "grab" the arm stops where it just was and the hand starts grabbing.

The "add animation" feature in viewmesh is currently only valid for Cal3D models (and maybe genmeshes). This is not yet implemented for animeshes.

In fact, this problem is currently not that well covered by the actual animation nodes. It would need eg a FIFO node in order to schedule easily new animations to be added.

Meanwhile, a way to achieve the result would be to have a 'blend' node with two children: one for the main body animation, one for the waved arm. The waved animation is stopped most of the time, and when you want to add it, then you simply call "Play()" on it. If needed, you can also manipulate the blend weights to blend it in and out (although this feature should be made easier to use).
27  Crystal Space Development / Support / Re: Beginner is totally confused on: March 06, 2011, 11:55:46 pm
[quote author=Serran link=topic=2063.msg8910#msg8910 date=1299449934]
Viewmesh didn't compile.
I guess 0.6.2-4 is not recent enough. But this is, what pgk-config during configure already found out.

Unfortunately, CS uses advanced features of CeGUI which are available only in their very last releases. And these releases are of not course not yet available in the Ubuntu repository, so you need to install them manually.

In fact, I'm not even sure that the CeGUI plugin can work currently in trunk under GNU/Linux. This is on my TODO list, I'll try to look at this this week.

Meanwhile, you may be able to have it running by modifying the CeGUI files in data/cegui etc and removing the problematic property.
28  Crystal Space Development / Support / Re: Beginner is totally confused on: March 06, 2011, 10:15:17 pm
I am currently checking out the trunk. I checked out data directory separately and it took over an hour. I don't think that's normal, since I was able to download some of the files via browser within seconds.

No that's not normal. It should be much more quicker than this, eg maximum 5 to 10 minutes depending on your connection.

On Frankie I was able to see the list of animation, but I wasn't able to play them. In this case I was just to unexperienced (nicer word for stupid). Using the "Add" button played the animations.
But using Add on my animation made viewmesh crash. I don't know what I made wrong earlier, but now it is working.

I took a look, fixed a few problems and implemented some missing functionalities. You can update to trunk and it should behave better.

The hand animation is still corrupted, also as animesh. The bones are not directly connected (stippeled line in blender) and the original arm and armature I made with blender 2.5. The animation data was lost, when I opened it in blender 2.49 but the armature and model seemed to be the okay. In blender, the animation looks absolutely fine.

What have you used to export it from Blender? For animeshes, the current only good solution is the trunk version of blender2crystal. We'll hope to have an easier solution in some near future.
29  Crystal Space Development / General Crystal Space Discussion / Re: Simple Direct3d renderer plugin for CrystalSpace on: March 06, 2011, 02:57:41 pm
A Direct3D renderer may not particularily be welcome in CS, because it would not add any value versus the OpenGL implementation, while needing a lot of work for us to maintain it.

That does not mean that you don't have the right to implement that if you want it, but this would probably have more sense to do it as an experimentation rather than in the goal of being integrated in the main CS branch.

If you want to do it, then you should have a look at the iGraphics3D object, that's the interface that you would have to implement. The OpenGL implementation is in plugins/video/render3d/opengl.
30  Crystal Space Development / Support / Re: Beginner is totally confused on: March 06, 2011, 02:42:07 pm
You considered that it may simply take very long, right? That file isn't small.

That's most probably the problem you had. The whole CS trunk is a big chunk, you just have to be patient.

It's an animated arm, which is waving. As genmesh, I can see it in viewmesh waving. As animesh, it is holding still. I created an action "wave" in NLA editor, but it is still not waving. In the "Ani" slide I see a list, containing "default" and "wave". But I cannot start it.

You are right, I've never noticed it before but the GUI of viewmesh is a bit buggy for the animations. Just using the "Set" and "Clear" buttons should do the trick until I fix that.

BTW: Loading Frankie in viewmesh, doesn't show any animation, too.

This is not normal. The model in data/frankie/frankie.xml should have a big pack of animations.

As genmesh, the animation in viewmesh is corrupted. The hand is translating strangely. In blender it is looking fine.

You shouldn't use anymore genmeshes for animated stuff. They are more or less broken and are made obsolete by the animeshes which are much (much much) more powerful.
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