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		<title><![CDATA[GMan's Mods & Stuff — need help with skinnedmesh]]></title>
		<link>https://gprogs.com/viewtopic.php?id=417</link>
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		<description><![CDATA[The most recent posts in need help with skinnedmesh.]]></description>
		<lastBuildDate>Sat, 26 Jun 2010 19:45:00 +0000</lastBuildDate>
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			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1584#p1584</link>
			<description><![CDATA[<p>Just an Update, it doesnt seem to crash at all on my work PC, but it is still doing the same thing. I&#039;m not sure what&#039;s going on, after looking at some code people used to push verts into SSkinmeshBuffer it should retain its shape regardless if the bones are there or not.</p>]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Sat, 26 Jun 2010 19:45:00 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1584#p1584</guid>
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		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1583#p1583</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Sat, 26 Jun 2010 05:38:06 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1583#p1583</guid>
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		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1582#p1582</link>
			<description><![CDATA[<p>as far as appendfromother that&#039;s no big deal as long as i can get the data in there i&#039;m happy. from what i saw apparently in you had to insert the vertices by using SSkinMeshBuffer.Vertices_Standard.pushback( vertice array blah blah in order to get the data into the buffer, so yea i am guessing the append function was not implemented yet.</p>]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Sat, 26 Jun 2010 05:15:49 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1582#p1582</guid>
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		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1581#p1581</link>
			<description><![CDATA[<p>woohoo!</p><p>after reading some techniques done in C++ i saw that you could essentially build an entire mesh and apply bones as well as set the weights within code, which was what i was after. In blitz3d i got around this whole bit simply by passing entityparent from a bone of one mesh tot he bone of another, this way when i animated the skeleton the child meshes would animate with it. In irrlicht trying to attach a bonenode of one mesh to the bonenode of another mesh crashes the system. So instead of that i decided perhaps i could just build a new Skinned mesh made up of meshbuffers from different bodyparts and then use the skeleton of the base skeleton.b3d file i loaded. This way i can swap out parts for changing costume or features.</p>]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Sat, 26 Jun 2010 05:05:19 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1581#p1581</guid>
		</item>
		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1580#p1580</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (gman)]]></author>
			<pubDate>Sat, 26 Jun 2010 04:49:53 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1580#p1580</guid>
		</item>
		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1578#p1578</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Fri, 25 Jun 2010 23:26:54 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1578#p1578</guid>
		</item>
		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1577#p1577</link>
			<description><![CDATA[<p>greetings <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; can you pack up a quick example (with mesh files) i can play with?</p>]]></description>
			<author><![CDATA[null@example.com (gman)]]></author>
			<pubDate>Fri, 25 Jun 2010 23:08:57 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1577#p1577</guid>
		</item>
		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1576#p1576</link>
			<description><![CDATA[<p>or better yet simply attach bone from meshA to bone from meshB</p>]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Fri, 25 Jun 2010 21:18:59 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1576#p1576</guid>
		</item>
		<item>
			<title><![CDATA[Re: need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1575#p1575</link>
			<description><![CDATA[<p>the goal was to copy the bodypart i load in to a new SkinnedMesh, then i copy all the joints from a different mesh, then copy my bodyparts weights to this new skinnedmesh. more or less.</p>]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Fri, 25 Jun 2010 20:49:21 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1575#p1575</guid>
		</item>
		<item>
			<title><![CDATA[need help with skinnedmesh]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=1574#p1574</link>
			<description><![CDATA[<p>Ok so basically in my game i have a skeleton i exported via b3d, now i need to swap out clothing and or body parts from this mesh. Simply attaching a scenenode to a bone node won&#039;t suffice as i need all the weights from the mesh to be applied to the base skeleton. </p><p>I have been struggling with this for a few days, but something i am having trouble figuring out is why i cannot append any vertices to a SSkinnedMeshBuffer, seems to work fine with a an SMeshBuffer.</p><p>e.g.</p><div class="codebox"><pre><code>Global bodyp:IAnimatedMesh = device.getSceneManager().getMesh(&quot;media\avatars\male_torso.b3d&quot;)


Global meshy2:ISkinnedMesh = smgr.creatSkinnedMesh()
Global meshy:SSkinMeshBuffer = meshy2.addMeshBuffer()

&#039;just gonna try with the first meshbuffer.. since this mesh only has one
Global bodymeshbuff:IMeshBuffer = bodyp.getMeshBuffer(0)


Global bodyverts:S3DVertex[] = bodymeshbuff.getVertices()
Global bodyindices:Short[] = bodymeshbuff.getIndices()

DebugLog &quot;Vertices to add: &quot;+bodyverts.length+&quot; Indices to add: &quot;+bodyindices.length

meshy.append(bodyverts,bodyindices)
DebugLog &quot;Meshy has: &quot;+meshy.getVertexCount()
&#039;meshy.appendFromOther(bodymeshbuff) &lt;---- didnt work either</code></pre></div><p>I have tried a bunch of other ways to get around this.. like trying to break attach the mesh&#039;s bones to the base skeleton&#039;s bones, but that causes irrlicht to crash. Anyone have any idea how to do this or what i am doing wrong?</p>]]></description>
			<author><![CDATA[null@example.com (leondrake)]]></author>
			<pubDate>Fri, 25 Jun 2010 20:46:35 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=1574#p1574</guid>
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