Discussion:
Bones and Morph working together
laHabichuela
2010-10-15 13:09:44 UTC
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Hi all,

IÂŽm trying to make animations of a mesh using bones and morph. I used 3dsmax
to create a DAE with skin and joints and its works perfect in pv. I create
another DAE with morphs, and its works pefectly too.

Now i create one with 2 bones and 2 morphs. When i move the joints all works
fine, but the morphs dont work. The morphControler have the weights changed
well, and i check the position of the vertex in each morph target, but i can
see it.

If on the handler of DAE loader i change any morph weight, it works, but in
the next render it doesnt. Its seem that the skinControler makes something
that breaks the morphControler...

I think to upload an example of the problem, but i dont decide what to
upload, because its dont be a "visual" problem. In you think any example or
code will help to understand, ask me.

Any ideas about? Thanks in advance!!

Habichuela

(Sorry my bad english, im from Spain)
laHabichuela
2010-10-18 23:49:26 UTC
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I found a solution. On SkinControler and MorphControler, there is a vertex
array cache. Its make skin overwrites the modification of morph. I comment
this line in SkinControler.update():
//if(!_cached)

Then, while updating an skin, it makes after the morph, not from the
original positions.

:D

Now, im trying to make a camera projection, but only found this:
http://osflash.org/pipermail/papervision3d_osflash.org/2008-April/020675.html

I tried to rewrite uv information with vertex z x coordinates (rounding
between 0 and 1), like the camera is on the top of the scene, but i have no
results.

Did you make something similar?

Thanks

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