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Ridge Batty

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About Ridge Batty

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  1. Yes, otherwise there would be no problems - since nothing would happen to the animation And rest assured, I have called it before rendering, after rendering, before starting animation, during animation, after starting animation and all these combinations, I did a for loop to call it 10 times... but the twitching doesn't go away. The update function works and it does it's job. But the animation blending is fighting against it. Sorry I'm venting now
  2. I'll try to do that when I got time! It's not simple to create a pg with multiple animations... or maybe I just suck. Meanwhile I try to explain briefly: Imagine exported animated skeleton from Blender with say 2 animations. First animation is a guy walking and in second he is running and his head looks always forward. I add BoneLookController to make the guy turn his head 90 degrees right. When I change the animation from walking to running, the head tries to turn forward because that's how the animation is made. No matter how "quickly" I try to turn it 90 degrees right, the au
  3. Hi, I'm trying to modify animations in real-time but it seems to be extremely difficult in practice. There are functions to modify bone rotations, positions, scaling and nice helpers like BoneLookController and BoneIKController... but all of them seem to break down when you change the animation (from walking to running for example). Every time I change animation, all the parameters are reset, causing terrible jerks and twitches when the system tries to blend the controller or rotation back into place. Is there a way to force animation blending off for single rotation or controll
  4. Ok, thanks, I'll work with this and see how it goes! Btw, the "_this" refers to my game object so it's nothing but a container in this context.
  5. I'm not sure if you mean this: _this.scene.registerBeforeRender(function(){ _this.playerControls(); _this.playerAnimations(); }); but that's how i'm doing it.
  6. Looks like animations stop updating when they go outside the frustum... this is quite annoying when trying to render stuff which is close to camera, like avatar's body in first person view. When your hands go outside the view, they never come back I tried attaching invisible meshes in animations but it has it's drawbacks and it feels like i'm fighting (a losing battle) against the system. Any suggestions how to force the animations to keep running even when they go outside the view?
  7. Excellent news! This is going to smoothen our process quite a bit. Our little game is coming up pretty nicely thanks to all support I've got from this forum
  8. Much appreciated. Of course you can always ask for examples or clarification if needed, I'm only happy to help.
  9. Yeah you're right, it's not all done even if the child/parent relations would be inherited by physics objects. @RaananW can you please confirm is the child/parent links inherited only one level deep by design or is there something in the engine which could be fixed? Here's the PG (one more time) where the hit test fails for second level children: http://playground.babylonjs.com/#RLKVFF#45
  10. Yes, that will fix the problem no doubt about it. It's trivial to make the PG example work. But when you have several hundred models drawn by artist with parent/child hierarchies and they have a designed function in the game... it starts to be a bit more trickier. Then again, no pain no gain!
  11. Thanks again to everybody for having the patience to tolerate my whining @Wingnut I used your PG example to illustrate my problem. Mouse click applies impulse to the ball and... it just misses the child mesh, just like in my project. I'm still willing to accept that there is some mistake I made myself, but that's ok. I just need to get this b*tch nailed down I don't care if it's due to my own simplicity. Anyway, check it out: http://playground.babylonjs.com/#RLKVFF#45
  12. That solves the problem with collisions quite elegantly, but creates another problem when I lose the parenting. For example, if I want to move a car, it forgets to pick up its tires, windows, etc. etc. child meshes Maybe this is the way it's supposed to be done. But if i have to write a second parenting system, I think using a framework starts to lose its meaning? I'm not thinking about myself as much as others who have less time and resources for making great projects.
  13. Thanks for the suggestion, fenomas! I thought about unrolling the parenting, but it's there for a good (or bad?) reason; - we can edit, add and remove "chairs" and dozens of decorative pieces from the models easily in our level editor - parent/child hierarchy is used to define attachments points for weapon and armor mods etc... - some animations rely on relative positioning/rotation of children - and finally, our game project has over 400 individually drawn models, it's a daunting task to rebuild/rethink everything just because there's a glitch in the engine Yes I know I
  14. Futher development, I thought about trying Oimo.js but it doesn't seem to work at all:
  15. No, I have to give up. It simply takes too much time and I still have no idea what's the root cause of the problem. I guess no one has made a working FPS game using BJS? All the examples I've found so far are lacking in either physics or accuracy department, and I can see why that is the case. Thanks for your efforts Wingnut, I tried everything you suggested and more! I made some headway, but there is something going on which requires more resources than my team currently has. I have to settle with some kind of hack, I just don't know what it is yet
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