Re: [Noesis] Bone Mapping with Skeleton
Posted: Tue Jul 02, 2013 6:49 am
oh cool, let us know how it goes lol.
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Bone07 0.073126 34.099422 10.906952 -> 170 95
Bone01 -0.113336 34.896465 10.198335 175 91
Bone02 0.138354 44.527958 11.276074 222.5 96.5
Bone03 0.049265 50.583954 12.362673 253 101.8
Bone04 -0.195766 58.654728 10.172757 293.5 90.85
Bone05 -0.465472 71.594223 10.358674 358 91.75
Bone06, head -0.724543 78.850624 8.867167 394 84.3
Bone16 -0.018533 94.250137 -7.828193 471 1
Bone17 -3.997004 106.748070 14.560293 534 112.8
Bone18 -15.395306 107.772560 34.416512 -> 539 212
You need to understand the core concepts of transform spaces and skinning to work with model formats. He's clearly new to this. lol, lol, hahahahaha, lol, and so on.howfie wrote:rich, you really love making things more complex than they really are . did you look at the bon file this guy posted? he's got more problems than just figuring out which noesis function to call lol.
You know how the verts are untransformed, so they look like they're in a clump? And you know those things that help you transform that clump of verts? And there's a lot of that data beyond a single pose worth...as if it's, like animating? Well... that's what we call "skeletal animation".howfie wrote:you wanna know something, i don't even think this game uses skeletal animation lol.
even the meshes are named Bone13 lol.
You have to bind bone indices like I mentioned above. Then use the skin function with your bone list. To bind bone indices, you have to know which chunk of verts goes to which bone. This could be implicit, if you have the same number of mesh chunks as bones, and I'm guessing you do. If that's so, you'd do something like this for each mesh:Alsair wrote:How would I map my current model import script to one keyframe's matrices for each bone in Noesis? Pretty sure that's what has to be done to make my model appear to look right.
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boneIndices = noePack("i"*numVerts, *[meshIndex]*numVerts)
boneWeights = noePack("f"*numVerts, *[1.0]*numVerts)
rapi.rpgBindBoneIndexBuffer(boneIndices, noesis.RPGEODATA_INT, 4, 1)
rapi.rpgBindBoneWeightBuffer(boneWeights, noesis.RPGEODATA_FLOAT, 4, 1)
I appreciate your need to be retarded, but please don't encourage prospective Noesis users to also be retarded. hahahahaha lol.howfie wrote:have some balls; don't use Noesis or else you'll be like Rich, without any balls LOL (see some other thread to find out why hahahahahahahaha).
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NodeAttribute: 34245520, "NodeAttribute::bone_cutter_skel", "LimbNode" {
NodeAttribute: 34246792, "NodeAttribute::bone_RArm05x_skel", "LimbNode" {
NodeAttribute: 34248064, "NodeAttribute::bone_LArm05x_skel", "LimbNode" {
NodeAttribute: 34249560, "NodeAttribute::bone_cutter01_skel", "LimbNode" {
NodeAttribute: 34251248, "NodeAttribute::bone_RArm05x01_skel", "LimbNode" {
NodeAttribute: 34252760, "NodeAttribute::bone_LArm05x01_skel", "LimbNode" {
NodeAttribute: 34254272, "NodeAttribute::bone_root_skel", "LimbNode" {
NodeAttribute: 34255984, "NodeAttribute::bone01_skel", "LimbNode" {
NodeAttribute: 34257552, "NodeAttribute::bone01 Footsteps_skel", "LimbNode" {
NodeAttribute: 34259080, "NodeAttribute::bone01 Pelvis_skel", "LimbNode" {
NodeAttribute: 34260592, "NodeAttribute::bone01 Spine_skel", "LimbNode" {
NodeAttribute: 34262104, "NodeAttribute::bone01 Spine1_skel", "LimbNode" {
NodeAttribute: 34263648, "NodeAttribute::bone01 Neck_skel", "LimbNode" {
NodeAttribute: 34265208, "NodeAttribute::bone01 Head_skel", "LimbNode" {
NodeAttribute: 34266768, "NodeAttribute::bone_RArm01_skel", "LimbNode" {
NodeAttribute: 34268304, "NodeAttribute::bone_RArm02_skel", "LimbNode" {
NodeAttribute: 34270088, "NodeAttribute::bone_RArm03_skel", "LimbNode" {
NodeAttribute: 34271728, "NodeAttribute::bone_RArm04_skel", "LimbNode" {
NodeAttribute: 34273368, "NodeAttribute::bone_RArm05_skel", "LimbNode" {
NodeAttribute: 34275088, "NodeAttribute::bone_LArm01_skel", "LimbNode" {
NodeAttribute: 34276816, "NodeAttribute::bone_LArm02_skel", "LimbNode" {
NodeAttribute: 34278536, "NodeAttribute::bone_LArm03_skel", "LimbNode" {
NodeAttribute: 34280256, "NodeAttribute::bone_LArm04_skel", "LimbNode" {
NodeAttribute: 34281976, "NodeAttribute::bone_LArm05_skel", "LimbNode" {
NodeAttribute: 34283696, "NodeAttribute::bone01 L Thigh_skel", "LimbNode" {
NodeAttribute: 34285376, "NodeAttribute::bone01 L Calf_skel", "LimbNode" {
NodeAttribute: 34287096, "NodeAttribute::bone01 L Foot_skel", "LimbNode" {
NodeAttribute: 34288816, "NodeAttribute::bone01 L Toe0_skel", "LimbNode" {
NodeAttribute: 34290536, "NodeAttribute::bone01 R Thigh_skel", "LimbNode" {
NodeAttribute: 34292256, "NodeAttribute::bone01 R Calf_skel", "LimbNode" {
NodeAttribute: 34293976, "NodeAttribute::bone01 R Foot_skel", "LimbNode" {
NodeAttribute: 34296400, "NodeAttribute::bone01 R Toe0_skel", "LimbNode" {
NodeAttribute: 34298392, "NodeAttribute::bone_cutter02_skel", "LimbNode" {
NodeAttribute: 34300112, "NodeAttribute::bone_RArm05x02_skel", "LimbNode" {
NodeAttribute: 34301832, "NodeAttribute::bone_LArm05x02_skel", "LimbNode" {
NodeAttribute: 34303552, "NodeAttribute::Bone99_skel", "LimbNode" {
NodeAttribute: 34305192, "NodeAttribute::Bone98_skel", "LimbNode" {
Nope.howfie wrote:shakotay, did you get a good skeleton out of it?
Pretty sure rapi.rpgSkinPreconstructedVertsToBones(bones) does that for me now.howfie wrote:you are not calling
mdl.setBones(your bonelist)
howfie wrote:got a pic? which model u looking at? did you look at the vertex buffer and see valid blend weights and blend indices? cuz that's what you are binding in your noesis cose.