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nymon
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« Reply #1 on: April 05, 2007, 05:29:03 pm » |
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This is something that has recently come up (been noticed?). I think there is a thorough discussion going on about it here: http://www.jmonkeyengine.com/jmeforum/index.php?topic=4702.msg37775#msg37775I used der tons code not to long ago, about october last year, and didn't have any problems with jitter. I do beleive I was using a jME nighlty build, not cvs.
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« Last Edit: April 05, 2007, 05:33:13 pm by nymon »
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mcbeth
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Posts: 826
um.......err........nevermind
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« Reply #2 on: April 05, 2007, 05:47:14 pm » |
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I checked the loader with a nightly build, dont get "wild' shakes but the textures on the marine did seem to flicker a bit might be the shaking issue just subtle. will take crack at it over the long weekend.....4 days..whole da.........um... any how  will have a good look, see if I can come up with something, in the meantime use kman's it shiould keep u going for the time being.
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« Last Edit: April 05, 2007, 08:18:58 pm by mcbeth »
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styggentorsken
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« Reply #3 on: April 05, 2007, 06:06:19 pm » |
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Thanks for quick answers I didn't follow and read those discussions in detail, but I found a solution for my model. I took a close look on the marine (shipped with the md5reader) ( opened in blender ), and noticed that it had one bone placed at the origin. All the other bones were children of the "origin" bone. So I added an "origin" bone to my bike, and the shaking stopped. Wohoo 
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nymon
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« Reply #4 on: April 05, 2007, 06:46:39 pm » |
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hmm... Thats an interesting tidbit of info. Maybe thats why I havn't experienced this shaking stuff, I've only really used on model which I built and it has this so called "origin" bone.
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mcbeth
Moderator
Sr. Member
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Posts: 826
um.......err........nevermind
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« Reply #5 on: April 05, 2007, 08:06:34 pm » |
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oh right that's why...... it seems that the loader depends a bit on the origin bone like doom, I beliave its used ( by doom3) to translate and determine a models position on the floor.
edit clarification
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« Last Edit: April 05, 2007, 08:14:54 pm by mcbeth »
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mud2005
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« Reply #6 on: April 06, 2007, 05:57:01 am » |
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the textures on the marine did seem to flicker a bit I also notice this, when the bounding box is showing the flickering stops though.  not sure why
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Clarence Oveur: Roger, Roger, what's our vector, victor?
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Fungi
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« Reply #7 on: April 06, 2007, 06:49:52 am » |
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i changed fish.md5mesh to
joints { "origin" -1 ( 0 0 0 ) ( -0.5 -0.5 -0.5 ) "Bone1" 0 ( 0.046053 0.001212 0.000000 ) ( -0.000000 -0.000000 -0.698215 ) // "Bone2" 1 ( -0.065689 0.004006 0.000000 ) ( -0.000000 -0.000000 -0.700276 ) // Bone1 "Bone3" 2 ( -0.210955 0.006799 0.000000 ) ( -0.000000 -0.000000 -0.707108 ) // Bone2 "Bone4" 3 ( -0.353426 0.006799 0.000000 ) ( -0.000000 -0.000000 -0.687760 ) // Bone3 }
still shutters, is that not enough correct? is the origin bone not to problem?
Edit:
I just tried the showing bound and wireframe and normals and all of those but none of them fixed the shaking. I'm running the MD5Test2
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« Last Edit: April 06, 2007, 06:57:09 am by Fungi »
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mud2005
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« Reply #8 on: April 06, 2007, 07:40:47 am » |
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I just tried the showing bound and wireframe and normals and all of those but none of them fixed the shaking.
actually I was referring to the flickering not the shaking
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Clarence Oveur: Roger, Roger, what's our vector, victor?
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mud2005
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« Reply #9 on: April 06, 2007, 11:48:50 pm » |
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also ive found if you remove line bodyInstance.setLocalScale( 5.00f ); from the test class the flickering stops.
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Clarence Oveur: Roger, Roger, what's our vector, victor?
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styggentorsken
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« Reply #10 on: April 07, 2007, 01:03:29 am » |
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The origin bone fixes the shaking by me. (just tried for the fish.blend)
But editing the mesh-file without making a new md5anim doesn't help. Make a new md5anim too.
is there any good alternatives to setLocalScale? Scaling within blender?
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Fungi
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« Reply #11 on: April 07, 2007, 01:12:59 am » |
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texture flickering fixed by displaying bounds or normals removing setLocalScale from test file model shaking origin bone I tried these fixes for myself but I don't like it. These fixes seem bad, like the code is unstable, like I have to baby MD5. argh 
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mud2005
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« Reply #12 on: April 07, 2007, 03:13:12 am » |
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ok, after some testing I got the shaking model to stand still. It seems the origin bone needs to be at the same location as the model. In blender I selected model then snapped cursor to selection then selected bone and snapped selection to cursor. now I need to figure out why my tga images only appear black in jme  edit: figured out the black texture, I had to save as targa raw instead of targa in blender. tutorial has been updated 
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« Last Edit: April 07, 2007, 05:28:00 am by mud2005 »
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Clarence Oveur: Roger, Roger, what's our vector, victor?
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Fungi
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« Reply #13 on: April 10, 2007, 11:57:07 pm » |
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can you post your new bike blender file after the origin bone add?
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Ender
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« Reply #14 on: April 11, 2007, 02:13:49 am » |
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I want to temporally join in this thread all my considerations about MD5 Reader 2 bug tracking. I come from the Md5 twitching? thread. About all the problems you experienced, I have to say that I have tested MD5 Reader 2 yesterday with success. But I used an old CVS snapshot. Consider that in the MD5 Reader 2 CVS tree there are all dependencies. Please, try to run the original marine with them and tell me if it works. If my guess (that, in this last 5 month, something have been changed in jME source, influencing MD5 Reader 2 behavior) were confirmed, I would decide to wait untill the next official release of Java Monkey Engine to release a stable version of MD5 Reader 2. Meanwhile, please try to track bugs, requests and other things using the MD5 Reader 2 project tracking page. It seems that there is no need to be registered users. We also need help! I saw many people interested about this loader. I read in this thread that Fungi, for example, try some fix. Why don't you join us? Also mud2005 could be one of us and of course anyone else interested. Also modelers and animators for testing models are required. For informations, please PM me. Thanks. Marco Frisan, Trieste, Italy
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