Search Results
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Forum |
Replies |
Views |
Posted
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Thread: compling error
Post: RE: compling error
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caspersky |
Support |
2 |
3,921 |
09-13-2010, 01:30 PM |
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Thread: compling error
Post: compling error
hello,
after updating the esenthel SDK,
and when i try to recompile an existing application i got the following error :
Erreur 1 error C2440: '=' : cannot convert from 'const EE::Game::ObjParams::Ob... |
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caspersky |
Support |
2 |
3,921 |
09-13-2010, 11:24 AM |
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Thread: markerless motion capture
Post: RE: markerless motion capture
no it doesnt export to any std animations format, it was made for research purpose( tracking elderly people @ home) , the only available output is the 3D coordinates of different body part articulatio... |
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caspersky |
3rd Party Tools |
10 |
11,414 |
09-11-2010, 11:16 AM |
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Thread: markerless motion capture
Post: RE: markerless motion capture
impressive !!
check our real time markerless tracking system, still in developement ( no code release) but this one is much more impressive, on the other hand, our system doesnt need any initializat... |
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caspersky |
3rd Party Tools |
10 |
11,414 |
09-10-2010, 03:48 PM |
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Thread: cSkeleton Rotation
Post: RE: cSkeleton Rotation
try this :
normalise ur direction vector (dir)
//this reference to the character object ( Chr )
this->angle.x=dir.x;
this->angle.y=dir.y; |
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caspersky |
Support |
5 |
5,857 |
09-07-2010, 02:20 PM |
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Thread: character carrying weapon
Post: RE: character carrying weapon
tx u for the idea,
i will try it |
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caspersky |
Support |
6 |
5,839 |
09-01-2010, 09:15 AM |
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Thread: character carrying weapon
Post: RE: character carrying weapon
I tried it. But i got wrong rotation for the weapon, well i need to find the source of the problem thus i can fix it, should i fix the skeleton bones in the meshviewer?
Tx in advance |
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caspersky |
Support |
6 |
5,839 |
08-31-2010, 09:52 AM |
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Thread: character carrying weapon
Post: RE: character carrying weapon
tx for the response
each mesh has its own skeleton, so i cant use the masterChief's skeleton for the soldier one,
but in essenthel the same naming convention and orientation for skeleton bones are ... |
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caspersky |
Support |
6 |
5,839 |
08-30-2010, 03:34 PM |
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Thread: character carrying weapon
Post: character carrying weapon
hello,
i used the code in the bloody masacre to create a character carrying weapon, but strange thing is happened,
u can check out the image attached, where u can c the right arm is completely turned... |
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caspersky |
Support |
6 |
5,839 |
08-30-2010, 02:27 PM |
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Thread: itemDropDown fails
Post: RE: itemDropDown fails
tx for the reply
i did it , i got a pure virtual function call.. it seems that i should implement a function ?
tx a lot, it was my mistake..
its now working with Game::World.setObjItem |
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caspersky |
Support |
2 |
4,001 |
08-26-2010, 11:13 AM |
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Thread: itemDropDown fails
Post: itemDropDown fails
i searched the forum b4 asking the question,
well i am using itemDropDown to drop down items but it returns NULL and nothing happen,
well reading the documentation in the header files :
1->item mus... |
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caspersky |
Support |
2 |
4,001 |
08-26-2010, 10:13 AM |
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Thread: contact information from physCutsCallback
Post: RE: contact information from physCutsCallback
thx for the clear answer. |
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caspersky |
Support |
4 |
5,417 |
08-25-2010, 08:50 AM |
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Thread: contact information from physCutsCallback
Post: RE: contact information from physCutsCallback
ok thx u.. i replaced my code with a ray test.
btw, i got a question in my mind,
why physics.cuts takes only a callback function while physics.sweep needs a move vector ? |
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caspersky |
Support |
4 |
5,417 |
08-24-2010, 04:26 PM |
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Thread: contact information from physCutsCallback
Post: contact information from physCutsCallback
hello,
is there is anyway to get surface contact information when using PhysCutsCallback,
in fact i have a capsule that i want to know if it hits any other object via a derived class from physcutsca... |
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caspersky |
Support |
4 |
5,417 |
08-24-2010, 02:27 PM |
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Thread: material editor
Post: RE: material editor
tx
i should read carefully the doc :) |
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caspersky |
Support |
2 |
4,034 |
08-18-2010, 12:20 PM |
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Thread: material editor
Post: material editor
my question concern the material editor in the mesh viewer,
after some tests, the viewer is able to generate the appropraite normal map from a given bump map?
can someone confirm?
tx |
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caspersky |
Support |
2 |
4,034 |
08-18-2010, 12:01 PM |
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Thread: import charachter attributes
Post: RE: import charachter attributes
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caspersky |
Support |
2 |
4,273 |
08-16-2010, 12:18 PM |
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Thread: import charachter attributes
Post: import charachter attributes
hello,
i used the world editor to create a terrain with a character as a player, for the charater i added some extra attributes ( for ex life, name ...), my question how can i access them from my c++... |
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caspersky |
Support |
2 |
4,273 |
08-16-2010, 11:42 AM |
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Thread: activating shadows and lighting in world editor tool
Post: RE: activating shadows and lighting in world edito...
ah that fixed the problem !!!
tx u all for the support and quick responses .. |
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caspersky |
Support |
8 |
7,251 |
08-11-2010, 02:34 PM |
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Thread: activating shadows and lighting in world editor tool
Post: RE: activating shadows and lighting in world edito...
geforce GTX 8800 with updated graphics card, os : windows xp
here are two images . the first one in the world editor, and the second one after playing the scene from the world editor.
tx
[attachmen... |
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caspersky |
Support |
8 |
7,251 |
08-11-2010, 02:32 PM |