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EE 2.0 Skeletons
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Scarlet Thread Offline
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Post: #1
EE 2.0 Skeletons
Hi all,

Just a question about skeletons in EE 2.0.

When it comes to loading animated meshes I'm not sure where to find the skeleton file in 2.0. In 1.0 I notice that when you convert there is a skeleton file. However, in 2.0 I'm not too sure which item in the Data Browser to drag and drop into my code for creating the skeleton.

When I drag my non animated model (that has a skeleton) into the data browser for conversion I do get the main object, the materials and the little leg symbol with "Untitled" as it's name. I understand the leg symbol is for animations but of course the base model had no animations so it of course doesn't show any.

So where do I get the skeleton file from to load? I was following the first animation tutorial and it uses cskel.create(Skeletons(FileName)));
I understand that in 2.0 I have to use EncodeFileName(UID(...));

So just confused as to what item to drag and drop for the UID for the skeleton.

Thanks

Scarlet Thread Development Blog: http://nanodev.tumblr.com/
Esenthel Tutorials Blog: http://scarlettutorials.tumblr.com/
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01-12-2013 11:32 AM
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Scarlet Thread Offline
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Post: #2
RE: EE 2.0 Skeletons
Ok well searching through the engine header files I have found the answer to my own question.

I can use mesh.skeleton() to return a pointer to the skeleton attached to the mesh and I can then create a controlled skeleton as follows:
Code:
CSkeleton cskel;
Mesh*   mesh;

mesh = Meshes(EncodeFileName(UID(..., ..., ...)));
cskel.create(mesh.skeleton());

Now I'm having another issue. the line mesh = Meshes(EncodeFileName(UID())); is failing to load the model hence causing a crash.. Not sure if this is just because EE2.0 is still alpha or if I'm doing something wrong. For the UID I am drag dropping the object itself. This is a custom mesh and not one coming with the engine.

Scarlet Thread Development Blog: http://nanodev.tumblr.com/
Esenthel Tutorials Blog: http://scarlettutorials.tumblr.com/
YouTube Channel: http://www.youtube.com/user/ScarletThreadStudios?feature=mhee
(This post was last modified: 01-12-2013 03:03 PM by Scarlet Thread.)
01-12-2013 02:56 PM
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Esenthel Offline
Administrator

Post: #3
RE: EE 2.0 Skeletons
Hi,

Yes, you can access skeletons using mesh.skeleton()

In order to access a mesh, please use
if(Game.ObjParamsPtr obj=EncodeFileName(..))
MeshPtr mesh=obj->mesh();

in next release I'll make a tutorial about objects
01-12-2013 03:41 PM
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Scarlet Thread Offline
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Post: #4
RE: EE 2.0 Skeletons
Ah Thankyou very much I had a suspicion that it was something like that. Thanks for the quick response.

Scarlet Thread Development Blog: http://nanodev.tumblr.com/
Esenthel Tutorials Blog: http://scarlettutorials.tumblr.com/
YouTube Channel: http://www.youtube.com/user/ScarletThreadStudios?feature=mhee
01-12-2013 11:32 PM
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gwald Offline
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Post: #5
RE: EE 2.0 Skeletons
I'm looking for the model editor in v2 build 21 (skel, mesh, animation etc.).
I can't find it :(

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

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02-20-2013 02:11 AM
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Esenthel Offline
Administrator

Post: #6
RE: EE 2.0 Skeletons
You can edit skeleton slots in object editor "slot" tab.
2.0 does not allow manual changing of imported seleton-bones or animations.
It assumes that they are setup correctly in your 3d program (3ds max, maya, blender)..
02-20-2013 06:01 PM
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gwald Offline
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Post: #7
RE: EE 2.0 Skeletons
Hey
Your tools are simple and easy to use and integrated into the engine of cause.
Will you add skel, animation etc. to v2 at some stage?

My Blog
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02-23-2013 03:57 PM
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fatcoder Offline
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Post: #8
RE: EE 2.0 Skeletons
(02-23-2013 03:57 PM)gwald Wrote:  Will you add skel, animation etc. to v2 at some stage?

I doubt it. Modelling tools (3ds max, maya, blender) have far superior skeleton and animation features, why try and reinvent the wheel. Just get it right in your modeller and import. If you need to edit the skeleton or an animation, it should really be done in the source files and reimported.
02-23-2013 07:45 PM
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gwald Offline
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Post: #9
RE: EE 2.0 Skeletons
@fatcoder, I don't disagree with you, I just thought
1. it's good enough to use as source ie small/basic/starting projects.
2. being integrated, it's instantly there and can be used for quick debugging.
3. it's already done, dropping good features doesn't makes sense either.
4. it's the same debate as the editor vs Visual Studio both have there plus & negs.

just my 2c.

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

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02-24-2013 06:16 AM
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Ozmodian Offline
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Post: #10
RE: EE 2.0 Skeletons
I agree, there are more important things he is working on. There are plenty of tools to use for rigging.
02-25-2013 01:19 AM
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Scarlet Thread Offline
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Post: #11
RE: EE 2.0 Skeletons
(02-24-2013 06:51 AM)aceio76 Wrote:  I think to fatcoder's point, I would want to reduce the scope of the project too so that esenthel can do other engine-wide items, such as occlusion and hw instancing.

hmm yes yes nods head much EE + OC + HI = my dream engine.
02-27-2013 02:05 PM
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