Page 70 of 123

Re: Señor Casaroja's Noesis

Posted: Sun Jun 10, 2012 2:31 am
by finale00
So I started writing in native code rather than python, but I didn't really like C++ so I went to C# lol
Does noesis API only support C++?

Re: Señor Casaroja's Noesis

Posted: Tue Jun 12, 2012 1:30 am
by itoikenza
since i dropped my kinect (from on top a door OUCH!) it seems to be acting wonky. since it only cost me $46. i guess i'll buy a brand new one next time. if qumarion doesn't come out by then!? anyway could you MrAdults make a more intuitive data viewer in respect to the bone angle offset manip. it's a pain guessin' the angle degrees. if one could just manip. the bones with the mouse. or arrow keys. that would solve everything... also a frame by frame save feature would be nice. i seem to be the only one expecting this kind of control from your program. when quma releases that should solve all my problems, especially when you get your hands on one and hopefully make an exporter to whatever format it's apps use, if you can't incorporate it's interface... Thanks.

Re: Señor Casaroja's Noesis

Posted: Sat Jun 16, 2012 4:35 pm
by Tosyk
MrAdults, have u been working with dragon's dogma?
looks like it has openable .mod files, also latest noesis can convert some of textures

Re: Señor Casaroja's Noesis

Posted: Sat Jun 16, 2012 9:20 pm
by MrAdults
itoikenza wrote:sorry for the double post. but i wanna know if this is what i need for kinect+noesis via x86 xp & vista? primesense-win32-fullinstaller-redist-20.4.2.20.exe

also i wanna know which adapter is the right one for connection to a pc?
I actually updated Noesis to OpenNI 1.5, but I haven't released a build with that. I'll link the new appropriate driver+OpenNI+NITE package here after I get the build out. I don't know when I'll get around to that though. Hopefully soonish.
itoikenza wrote:MrAdults i really like that snapshot feature (for frame by frame animatin'), could you incorporate that into the kinect interface. if it's already there. thanks...
I plan to, yeah. It isn't there right now.
itoikenza wrote:did i kill this thread or sumthin? Anyway MrAdults can you or anyone help me resize masamune from duodecim to fit paine's model? what's the command for "size"? in .noesis files?
I haven't been ignoring it, I just got back from a week in Hawaii, and before that I'd spent a week in Palm Springs. And now that I've spent 2 weeks being irresponsible and having fun, I need to do actual work stuff again here soon. So don't be surprised if I disappear again for a bit. But anyway, you might play around with the -scale option when processing the weapon model, but it's quite possible that will also undesirably modify the bolt offset. Probably not though, it looks like it's meant to be bolted in from the origin.
finale00 wrote:So I started writing in native code rather than python, but I didn't really like C++ so I went to C# lol
Does noesis API only support C++?
Well, you have native plugins (C/C++, or anything you want that compiles to native Windows binary really), and Python. If you want anything else, that means adding support for that particular framework via native plugin yourself. You could certainly write a module to act as a C# managed framework host much in the same way that the Python plugin works, but it's going to be a pretty involved thing.
itoikenza wrote:since i dropped my kinect (from on top a door OUCH!) it seems to be acting wonky. since it only cost me $46. i guess i'll buy a brand new one next time. if qumarion doesn't come out by then!? anyway could you MrAdults make a more intuitive data viewer in respect to the bone angle offset manip. it's a pain guessin' the angle degrees. if one could just manip. the bones with the mouse. or arrow keys. that would solve everything...
Select a bone in the data viewer, then over the model preview, hold shift+left mouse and move the mouse around. It will modify the selected bone's rotation offset. As for individual frame export from the in-preview bone transforms, maybe at some point.
Tosyk wrote:MrAdults, have u been working with dragon's dogma?
looks like it has openable .mod files, also latest noesis can convert some of textures
I've never heard of it.

Re: Señor Casaroja's Noesis

Posted: Sun Jun 17, 2012 2:48 am
by Tosyk
MrAdults wrote:
Tosyk wrote:MrAdults, have u been working with dragon's dogma?
looks like it has openable .mod files, also latest noesis can convert some of textures
I've never heard of it.
it uses MT Framework engine, do u want i provide u with samples?

Re: Señor Casaroja's Noesis

Posted: Wed Jun 20, 2012 2:32 am
by itoikenza
MrAdults wrote:you might play around with the -scale option when processing the weapon model, but it's quite possible that will also undesirably modify the bolt offset. Probably not though, it looks like it's meant to be bolted in from the origin.
-scale "(Please tell me, What in the world do i type in here?)"

also how can i make her hold it at the top. (not in the middle)

Scratch Dat! i got the ff7 buster sword from ffx
which is pretty sweet. but it aint bound to her left hand when i rotate. Any way to bind objects? also i can't even move the weapon around. if i could i'd just grin and bear with it, which does have the advantage of being wielded by either hand or thrown.

Image

Re: Señor Casaroja's Noesis

Posted: Thu Jun 21, 2012 11:08 am
by Rimbros
Anyone have a clearly guide abouth i can mad a .noekin bones structure, i have a game with specific skeleton and i want put this in kinect then load and made my hown animations and write this animations in smd or any redeable format, this guide can be very usefully.

Re: Señor Casaroja's Noesis

Posted: Wed Jun 27, 2012 8:42 pm
by Rimbros
and 7 days before without answer, we can consider this abandoned treadh i think :(

Re: Señor Casaroja's Noesis

Posted: Thu Jun 28, 2012 11:44 am
by Demonsangel
Are you kidding me? He even said he might vanish for a while because he had a lot of work to do.

And I can't even understand half of what you're trying to say.

Re: Señor Casaroja's Noesis

Posted: Fri Jun 29, 2012 4:45 am
by Rimbros
Demonsangel wrote:Are you kidding me? He even said he might vanish for a while because he had a lot of work to do.

And I can't even understand half of what you're trying to say.
I say where i can found a guide to made my skeletons or map my skeletons to be compatible with Noesis.
I have kinect but i want put inside my hown skeleton, then made animations with the skeleton i made and finally save the animation.

Re: Señor Casaroja's Noesis

Posted: Mon Jul 02, 2012 11:43 pm
by itoikenza
Image
any way to blend the ffx buster sword with this frame in the background, cause my kinect unstable drivers is driving me bonkers. and i wanna replace the ****** in my hand with said model!?

Re: Señor Casaroja's Noesis

Posted: Tue Jul 03, 2012 8:28 pm
by Demonsangel
Does anyone have a noesis script where a model gets exported? I'm trying to write an exporter but I don't know how to access all the data.

Re: Señor Casaroja's Noesis

Posted: Tue Jul 03, 2012 8:29 pm
by chrrox
there is an example in the noesis program.
__NPExample.txt

Re: Señor Casaroja's Noesis

Posted: Tue Jul 03, 2012 8:32 pm
by Demonsangel
Yeah I found it, I turned it into .py but removed the writemodel part ^^
Forgot I did that so figured the .txt would be the same.

Re: Señor Casaroja's Noesis

Posted: Wed Jul 04, 2012 2:49 pm
by Demonsangel
Ok so my exporter works but I have 1 issue I'm not sure how to solve.

The model and the armature are seperate files and it seems during export out of Noesis in fbx or dae the boneID's get changed around and they won't match the ID's in the armature anymore.

I guess eventually I will have to export the armature at the same time, but that's currently not an option due to a prefex for each bone which is unkown to me.

I was thinking of making the exporter look for armature files in the folder where the tobe-exported file and match (if >1 armature file) numBones and then parse that file for bone names and ID's and export the model using this dictionary.

Does anyone know a better way to do this, because I see a few problems for both ways eventually.
1) more models are linked to the original armature so they would need to be changed as well (not really an option)
2) you always need an armature with the file to export -> sometimes multiple armature files for same group of monsters and they're not always named "rig."

Edit: I guess if there is no other way it might be best to create a direct blender importer.