tag:blogger.com,1999:blog-1185326540821386800.comments2023-03-08T11:47:08.311+00:00Diabolical: The ShooterJohn C Brownhttp://www.blogger.com/profile/00595025767497289755noreply@blogger.comBlogger103125tag:blogger.com,1999:blog-1185326540821386800.post-32334653858973425882015-07-19T12:00:05.492+01:002015-07-19T12:00:05.492+01:00Hi
Sorry, I don't know what "shape keys&...Hi <br />Sorry, I don't know what "shape keys" are. I suggest looking those up on Google to find out why you can't apply an armature when you have those.<br />Regards<br />John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-36632198425339735532015-07-17T22:40:44.980+01:002015-07-17T22:40:44.980+01:00um.... its not working here. i get the message &qu...um.... its not working here. i get the message "modifier cannot be applied to a mesh with shape keys"Lokirayhttps://www.blogger.com/profile/05576286287104513698noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-12327951064477874392015-06-08T08:34:18.110+01:002015-06-08T08:34:18.110+01:00Thank you for the encouragement.
Changing to using...Thank you for the encouragement.<br />Changing to using off the shelf components and the ready made Unity engine required a bit of a rethink about the way I work.<br />I can code on the train or on the sofa but 3D modelling requires a good desk based setup and long uninterrupted sessions.<br />There will probably only be sporadic updates for a while but then I'm sure I'll be back in full swing.<br />RegardsJohn C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-17561392487339748412015-06-07T22:21:24.485+01:002015-06-07T22:21:24.485+01:00Love following this blog, been following it from t...Love following this blog, been following it from the start, keep up the good work, nice to see it back!Anonymoushttps://www.blogger.com/profile/08214270169628559258noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-37399872917259027842014-09-30T18:47:45.897+01:002014-09-30T18:47:45.897+01:00Re: this post and the one you linked--
You are a ...Re: this post and the one you linked--<br /><br />You are a god.<br /><br />That is all.<br /><br />I think it's enough :)Nici75https://www.blogger.com/profile/01411767775117921094noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-21661981657060713082014-06-18T15:01:30.137+01:002014-06-18T15:01:30.137+01:00Thanks!!Thanks!!Unknownhttps://www.blogger.com/profile/06379468034730777027noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-17315996357386245692014-05-17T10:33:01.447+01:002014-05-17T10:33:01.447+01:00Hi Yuri
Your comment ended up on my GIT post so I ...Hi Yuri<br />Your comment ended up on my GIT post so I am not sure what you are saying has too many steps!<br /><br />Which post were you actually commenting on?<br /><br />Thanks<br />John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-48767020814688690782014-05-17T08:56:48.007+01:002014-05-17T08:56:48.007+01:00well too may steps :)
why not just export directl...well too may steps :)<br /><br />why not just export directly from blender? See http://www.blend4web.com/en/article/13 for exampleyurihttps://www.blogger.com/profile/07315662609581103610noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-25560435954613545292014-05-08T08:20:59.823+01:002014-05-08T08:20:59.823+01:00Thank you, I'll try that out.Thank you, I'll try that out.John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-17325499980172524522014-05-07T18:18:07.279+01:002014-05-07T18:18:07.279+01:00If you have custom classes that need to be expande...If you have custom classes that need to be expanded in the inspector (which will affect the required height), you can also handle SerializedPropertyType.Generic in the function GetOriginalHeight. Something like the following works on very simple classes, assuming a default spacing for children:<br /><br />else if (prop.propertyType == SerializedPropertyType.Generic)<br />{<br /> if (prop.isExpanded)<br /> {<br /> extraLines = EditorStyles.label.lineHeight * prop.CountInProperty();<br /> baseSize = baseSize + extraLines + spacing;<br /> }<br />}<br /><br />If you want something more robust to handle complex classes with per member spacing, just check the type of each sub-property and adjust the extra lines accordingly. Thanks for uploading the code, I found it helpful.Russellhttps://www.blogger.com/profile/02011738267411650131noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-34959967462187420532013-10-23T18:39:22.745+01:002013-10-23T18:39:22.745+01:00Awesome!I love it. I've tried to use blender f...Awesome!I love it. I've tried to use blender for about 5 times in about 5 years, haha, everytime I just leave it because I don't have time to understand that super weird UI and mouse way of working, this could really, really move a lot of people to the blender boat. thanks a lot!~ Diane E. Benson3D facial animation softwarehttp://www.naturalfront.com/3D-facial-animation-software.aspxnoreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-27885176844944234692013-09-24T04:46:52.807+01:002013-09-24T04:46:52.807+01:00I got multiple animations to work with XNA 4 Conte...I got multiple animations to work with XNA 4 Content Pipeline (SkinnedModelPipeline) and Monogame Win8 xaml. The Model has multiple animations from blender and can be played by calling Player.PlayClip("Clipname", )<br /><br />The main issue that I had outside of following this tutorial was that I was not calling the PlayClip method. Looks like the SkinnedModel does not render unless animation is playing. The export was done from blender 2.68a with the built in FBX export. MilaMoOhttps://www.blogger.com/profile/06246730527892288289noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-37993198325539433232013-08-20T10:12:19.589+01:002013-08-20T10:12:19.589+01:00Without knowing more it is difficult to tell where...Without knowing more it is difficult to tell where you need to change your code.<br /><br />I found manipulating individual bones in code difficult so I use animation poses and blend between frames to control bone positions.<br /><br />I suggest posting a question on the XNA forums. It is easier to include more information. Perhaps also add a link to the question as a comment here.<br /><br />RegardsJohn C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-23417784538797845442013-08-20T00:51:20.032+01:002013-08-20T00:51:20.032+01:00Great tutorial, congratulations!
But I'm havin...Great tutorial, congratulations!<br />But I'm having a problem, when I try to rotate a bone in xna it seems rotate about the tip of his root bone, I don't know what I'm doing wrong, because I've used a sample for xna and the sample model works perfectly, then I think my problem is when doing my model in blender. It seems a very simple problem, but I found nothing searching this, only changing the code but the code is working.<br />If you can answer i thank you.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-25019904073311172992013-07-05T19:48:57.965+01:002013-07-05T19:48:57.965+01:00I am not using Visual Studio 2012 so I was not awa...I am not using Visual Studio 2012 so I was not aware the FBX importer had changed yet again!<br /><br />I assume that this pipeline is not XNA but something else Microsoft have added?<br /><br />If that transform works in the Blender exporter I would use that method. <br /><br />Have you tried using the standard FBX exporter options without the XNA specific settings I had to add for XNA 4. Microsoft or Autodesk might have made the Importer more compatible. <br /><br />I totally failed to work out what the correct transform was to get rotation to work with animations in the exporter so I am impressed if your transform does not mess up the animations.<br /><br />Well done.<br /><br />RegardsJohn C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-45093868136803494252013-07-05T06:55:58.018+01:002013-07-05T06:55:58.018+01:00Trying this with the new graphics content pipeline...Trying this with the new graphics content pipeline in Visual Studio 2012, and I have found that I need to flip the Z axis (scale the Z-axis by -1) otherwise the model is inside out along that axis.<br /><br />I have done this in two ways:<br />1) do this in the world matrix for the object<br />2) edit the export_fbx.py to include<br /> mtx4_z90 = mtx4_z90 * Matrix.Scale(-1, 4, (0.0, 0.0, 1.0))<br />after the initialization of mtx4_z90.<br /><br />Is this something you have experienced and do you think this is the correct solution?Justin S.https://www.blogger.com/profile/10582812683785999675noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-35554627287909995082013-04-28T09:15:40.744+01:002013-04-28T09:15:40.744+01:00XNA is still a good tool and Monogame continues it...XNA is still a good tool and Monogame continues its usefulness. You don't need to join to use XNA for Windows or Monogame. You only need to join to create for the Xbox.John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-63901078024067464662013-04-28T04:31:06.865+01:002013-04-28T04:31:06.865+01:00Hey I'm stoked to see people developing in XNA...Hey I'm stoked to see people developing in XNA still. I'll keep checking back, hopefully I'm joining the creators club soon<br />Anonymoushttps://www.blogger.com/profile/09608201228252332784noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-15604945660587205952013-04-15T16:31:45.985+01:002013-04-15T16:31:45.985+01:00I have seen the 'wooshy' effect, it's ...I have seen the 'wooshy' effect, it's brilliant!Shelley Randhttps://www.blogger.com/profile/03427096234224512648noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-29468079996322532732013-03-13T08:11:40.841+00:002013-03-13T08:11:40.841+00:00Glad you found it.Glad you found it.John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-40383006611370060892013-03-13T05:52:40.012+00:002013-03-13T05:52:40.012+00:00Hey, thanks for the reply. I ended up asking a vid...Hey, thanks for the reply. I ended up asking a video games professor for help and it turns out it was a problem with the animation player class that is provided with Microsoft's SkinningSample example project.<br />This line of code had to be removed: skinningDataValue.BindPose.CopyTo(boneTransforms, 0);<br /><br />This code initializes the bone transforms to the bind pose (T pose). It should only be called once at initialization and not repeatedly during UpdateBoneTransforms(). Hope this helps anyone else who may encounter the same problem...<br /><br />(Also, speaking of Bresenham's line algorithm, I actually used it in a previous game to calculate/render fog of war in a grid-based map system. Interesting to see that it plays a role in your calculations as well!)Potatonoreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-63133134536770928932013-03-12T08:10:07.910+00:002013-03-12T08:10:07.910+00:00I've not come across that problem and it sound...I've not come across that problem and it sounds like you have checked everything I would have done.<br /><br />Are you checking the FBX or the keyframe contents in code?<br /><br />It sounds like a blank line, all zeros.<br />I would suggest outputting the in memory Keyframe array from code to a text file (or Debug output) but NUMBER each line from the array and output it even if the array entry is null or blank.<br /><br />That's all I can think of.<br /><br />Have you posted a thread on the XNA forums? Probably best to carry on this post there.John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-49790731786697275672013-03-12T06:16:01.587+00:002013-03-12T06:16:01.587+00:00Hey John! Nice blog, your posts have been very hel...Hey John! Nice blog, your posts have been very helpful in my own XNA project for a small game project. I have come across a seemingly rare problem though and am wondering if you can shed any light on it.<br /><br />Right now I am using Blender to export a series of SMD animations to a XNA-compliant FBX file. Due to XNA 4's incompatibility with FBX files that contain multiple takes, I am using a couple of functions to split the animations up into timespans using a keyframe definition file. This all works just fine. However, there is this persistent T-pose flash that occurs either at the beginning or end of some of the dynamically-split takes. It doesn't occur for every take and there doesn't seem to be any pattern to which takes it occurs to. Sometimes if I adjust the definition of a take by just 1 frame (e.g. from 61-99 to 61-100) it will make the T-pose flash occur. Sometimes if I change the animations a bit and export a new FBX file the T-pose bug will now occur for a different set of takes.<br /><br />I read your post titled "Multiple FBX Animations" which seemed relevant at first but after some testing it appears to be an unrelated issue. I have done extensive testing to pinpoint the problem and it doesn't seem to have anything to do with the frames being out of range. Do you have any experience with this problem or any advice for me?Potatonoreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-70504788447480352842013-02-16T18:18:37.285+00:002013-02-16T18:18:37.285+00:00Kevin
I put that screen shot there so you would kn...Kevin<br />I put that screen shot there so you would know I'd fixed it.<br />Thanks for pointing it out I did not know people tried out weapons like that. Makes sense.<br />I'll put out another playtest once I have made enough changes to make it worth while. Thanks again.John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-34623061515069652792013-02-16T13:59:57.011+00:002013-02-16T13:59:57.011+00:00John,
I'm looking forward to your next submiss...John,<br />I'm looking forward to your next submission to play test. I see from the screen shot you adjusted bullet impact to be within the reticle. I always do that with every game i play, CoD, Battlefield, it helps me learn how the weapons handle. Not sure how many gamers use same method but i bet some small percentage will appreciate it when Diabolical hits the market.Sick Kreationshttps://www.blogger.com/profile/16553033379845696711noreply@blogger.com