Closed GoogleCodeExporter closed 8 years ago
Yes, this is a known bug :D. An Armature-Animation expects a mesh attached via
armature-deform (e.g. parent->armature deform with automatic weights). When
there is no mesh -> crash. If there is a mesh you can use the bone-parenting of
objects as well... I will have a look and try to fix that this weekend...
Original comment by thomas.t...@googlemail.com
on 22 Feb 2013 at 8:54
Just so I understand:
"If there is a mesh you can use the bone-parenting of objects as well..."
isn't this what I did? So I take it, I must parent to armature as deform with
weights. I'd rather not have it deform the mesh, which is what seemed to happen
with that option. I think Blender has a deform option to turn off, I'll see.
Just to be clear:
this only breaks when i run animation via game logic actuator. if i leave the
armature animation on keyframe in the middle of the animation and start
gamekit, the mesh is animated up to that point. this makes me think it's a
logic-brick issue specifically. i haven't been able to figure out lua yet, all
the commands i try seems to do nothing and the lua bindings section on the site
is a bit 'thin' on details :)
thanks for looking in to this!
ps: look in to my comment on building for android on windows, i noticed i had
to set android_ndk as well as ndk to the ndk source directory.
Original comment by ChrisFG...@gmail.com
on 23 Feb 2013 at 8:29
Nono, it is an armature animation issue. Blender exports the current pose as
mesh, so there is no armature animation involved to make the current state
(when saved the blend)visible.(therefore I have the problem when using
boneparenting with an armature that is not in rest-position,which is of course
solveable(someday))
To start an animation via lua just do it like this:
Obj = OgreKit.getActiveScene():getObject('yourobj')
Obj:playAnimation('animname',0)
And of course place the code in a textbooks called 'OnInit.lua'
Cheers and 95olé
Original comment by thomas.t...@googlemail.com
on 23 Feb 2013 at 11:10
Original comment by thomas.t...@googlemail.com
on 23 Feb 2013 at 2:58
cool thanks for your help on this!
i see what you mean with the issue. i also tried the lua script and it crashes,
so yes it definitely seems to be the way you described the issue. i'll poke
around the code and see what i can do.
how else could i go about doing what i want to do? basically a mechanical mesh
that i want to control with an interface. i figured armatures would be the way
to go :)
Original comment by ChrisFG...@gmail.com
on 23 Feb 2013 at 5:08
Yeah, I started working on it and it is not thaaat trivial as I thought in the
beginning (but I now how to solve it, more or less). The best workaround would
be to create e.g. a plane, do a parent->with automatic weights... and then
remove in edit-mode all vertices. So you have a mesh without geometry...silly,
but works...
Since F95 lost minutes ago their match vs Schalke :( I won't go on working on
this issue today anymore...
Original comment by thomas.t...@googlemail.com
on 23 Feb 2013 at 7:47
Thanks for lookinng into this, I'll try the plane idea. That's a smart work
around!
Original comment by ChrisFG...@gmail.com
on 23 Feb 2013 at 8:43
Ok, I think I found a fix. Might need some testing, but it seems(<--) to work
:D.
http://code.google.com/p/gamekit/source/detail?r=1252
Thx for reporting....have fun and plz report back if it works or if we have to
revive the issue
95ole,ToM
Original comment by thomas.t...@googlemail.com
on 23 Feb 2013 at 9:43
thanks, seems to work great!
Original comment by ChrisFG...@gmail.com
on 23 Feb 2013 at 10:35
Original issue reported on code.google.com by
ChrisFG...@gmail.com
on 21 Feb 2013 at 2:48Attachments: