Open GoogleCodeExporter opened 8 years ago
Hi lucsilve...,
Thank you for your interest. I created a write-up of .vtx file.
http://code.google.com/p/kinect-ultra/wiki/VtxFileSyntax
It may be challenging unless you are familiar with OpenGL API.
Original comment by tom...@gmail.com
on 25 Aug 2011 at 12:28
so, you make a .vtx file manually??can i replace the .vtx with .obj file and
run it with this kinect program??
Original comment by lucsilve...@gmail.com
on 25 Aug 2011 at 1:24
Yes, it is manual. However, if you already have .obj file, it can be
half-automated. I added the section for this in the write-up. Hope you can make
it!
Original comment by tom...@gmail.com
on 25 Aug 2011 at 6:55
i made a .vtx file with that perl script..then i try to change the eyeslugger,
i put my object in "data/models/" but when i debug the program, i show an error
like before "failed : Model definition cannot be opened"
Original comment by lucsilve...@gmail.com
on 26 Aug 2011 at 6:40
Attachments:
I put your file in "data/models/" and renamed it as "eyeSlugger.vtx", then it
worked fine. Although the object was too small to see by default, but a very
small while ball was shooted when I took the motion to throw the Eye Slugger.
Original comment by tom...@gmail.com
on 26 Aug 2011 at 8:27
oh, so i have to change my vtx file into "eyeSlugger.vtx"..can i load my
object, but with another name, not a "eyeSlugger" again..
Original comment by lucsilve...@gmail.com
on 26 Aug 2011 at 10:30
The vtx file must be "eyeSlugger.vtx", which is the specification of this
program. I do not have any plan to add the flexibility to load another name
because nothing should prevent you from putting your model in the specified
name.
If you really wish to, you can change the program to make it behave as you
wish. The entire source code is available. FYI, the vtx file name is hardcoded
in util.cpp.
Original comment by tom...@gmail.com
on 26 Aug 2011 at 11:04
Original comment by tom...@gmail.com
on 29 Aug 2011 at 4:43
sorry to bother you again, i try to rotate the eyeslugger, so i add glRotatef
on your source file, but the object didnt rotate, why is this happen??
Original comment by lucsilve...@gmail.com
on 13 Sep 2011 at 9:46
EyeSlugger rotation is calculated in EyeSluggerRenderer.cpp, and set to
m_objectFrame transformation matrix (at line 190, m_objectFrame.RotateLocal).
Original comment by tom...@gmail.com
on 19 Sep 2011 at 2:28
Original issue reported on code.google.com by
lucsilve...@gmail.com
on 25 Aug 2011 at 6:42