Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ErV

Pages: 1 2 3 [4]
46
What program is your exporter for?
Well... sorry, but unfortunately I'm not authorized to answer this question. The exporter i've been writing is a commercial order (I'm paid for writing it). By answering that question I could jeopardize my customer's plans, and I simply can't afford it. Sorry.

47
Problem is solved by breaking down matrix keys into scale\rotate\translate keys. "Flying parts" disappeared (they're now on correct positions). Was that a bug? Problem didn't appear in mview.

48
I don't think there should be any difference between "skin" and "linked parts". They are all just vertices attached to bones, aren't they?
They aren't. Linked parts are (normally) stored as a separate mesh in character hierarchy. That mesh don't have to be skinned and is affected only by one bone - it's parent. Skinned meshes doesn't have "to worry" about their parents, since (in most cases) parent of the skin is the only bone that doesn't deform it.

49
Ok. I've just partially fixed animation problems. Matrix keys are loading, but now some linked parts of mesh(non-skinned) are flying in the air! What can I do? (DirectX mview doesn't show such problems.) It looks like "flying" parts are linked to correct node, but at wrong distance. I've been trying to write a conversion route for matrix keys but it doesn't work (properly) yet. Is there any other solution?

50
What is the "nKeyType" number (field of "AnimationKey" XFile Template) of "matrix" keys in WME?
There is a misprint in DirectX documentation, that claims that matrix keys are marked with "3". In reality all sample models and DirectX utilities (at least, in SDK) treats only keys marked with "4" as matrix keys.

Also - does WME NEED some templates like "AnimationOptions"?

51
Second problem is solved. Engine needed some templates saved in header (XSkinMeshHeader, SkinWeights). What about matrix keys?

52
Technical forum / DirectX - some serious skin problems. How to solve them?
« on: September 21, 2006, 10:33:05 PM »
Hello!

I've got some serious skin-related problems.
I've been writing my own X-file export for some time, now it's finally done, but i've got some problems:
1) WME doesn't load files with my animations. It looks like WME doesn't support matrix keys; Is that so? Or does it need some specific template? (like AnimationOptions)

2) WME and ProjectManager can't load some models that require indexed skinning. It simply crashes with an accessviolation. For some reason WME can't load some of my models, while DirectX(mview) utilities can. What's the problem? Does WME engine rely on some specific template order or on something else? Number of Weights per Vertex is fine.


53
Technical forum / Re: DirectX specific FX - how to do it?
« on: September 09, 2006, 09:23:27 PM »
Well the least I can do at this point is to send the reset/restore events to plugins.
Is this functionality already implemented?

more questions:

And what about rendering scene to texture? Can I call something like "RenderScene" from a plugin?
Can I implement custom actor\scene file format via the plugin? Can I access actor bone transformation from a plugin and change it? Can I apply custom transform (skewing, for example) to an object? Do you enable specular highlits? (IDirect3DDevice8->SetRenderState(D3DRS_SPECULARENABLE, TRUE)? Do you enable D3DRS_NORMALIZENORMALS (this MUST be enabled for 3D animated actors, since bone transformations almost always contains scaling. Scaling will cause normals to be non-unit length, and that will, in turn, cause lighting artefacts (overbrighting).) Which states are set during render? Will texture on second\third state removed during render call? Will be a vertex\pixel shader removed? Is the hardware acceleration enabled for devices with D3DDEVCAPS_PUREDEVICE?


54
Technical forum / DirectX specific FX - how to do it?
« on: September 09, 2006, 12:38:29 AM »
Greetings, everyone.
I have following (DirectX related) problems:
1) I need to create a geometry primitive in WME, that changes it's vertex positions and topology frequently. (every frame). This object needs to be completly procedural, so no skeletal animation usage is possible.
2) I need to render a scene from another point of view, and put image to the texture, that will be used on that object.
3) I need to use a vertex\pixel shader with that object.

Those task can be easily accomplished in PURE DirectX C++ code, but it looks like i just don't have access to all required funcionts\events\interfaces. For example - I didn't find something like "OnReset"or, at least, "WM_SIZE event handler". It's possible to create render targets using given IDirect3DDevice8 interface (by the way, why don't you use DirectX9?), but they will be certainly lost during device reset, that occurs every time user switches(Alt-Tab) windows. Such unreleased interfaces (not only render targets, stateblocks, and many other interfaces) will cause ineventiable crash.
What is the solution?

P.S.It looks like it would be much simpler for me just to rewrite entire graphic-related section of program, but, unfortunately, source code is not awailable...

Pages: 1 2 3 [4]

Page created in 0.04 seconds with 20 queries.