Guest spong3bob Posted December 14, 2009 Share Posted December 14, 2009 Hi! I read a lot of your engine now. and i had an idea of what i want to do with it. But then i read that there are no commands for bones available.. but i need them for what i want to make. i want to create a surface and add several vertices to a bone ( the surface should have pretty many bones) then i want to just move the bones around during runtime and deform my surface. my questions: would it be possible to add bones manually would it be possible to add >20 bones best regards Spong3 Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 14, 2009 Share Posted December 14, 2009 my questions: would it be possible to add bones manually would it be possible to add >20 bones best regards Spong3 this is not a 3d modeling application... for what you are wanting to do, you could just download blender and use that to create your bones. Then in LE, you can move the bones as you wish... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Guest spong3bob Posted December 14, 2009 Share Posted December 14, 2009 well. my aim is that i want to create several different variations of a model on the flow. and i dont want to just import a final model. just thought the engine has to handle the bones from a model anyway, so there may be a way to create them manually :-/ €: the "problem" is that i want to add a different amount of bones/vertices to my surface depending on some parameters.. Quote Link to comment Share on other sites More sharing options...
Niosop Posted December 14, 2009 Share Posted December 14, 2009 I don't think you can do it directly in the engine, but if you look here: http://www.leadwerks.com/wiki/index.php?title=Game_Model_Format#GMF_SDK you should be able to generate what you want, dump it to file, then load it into the engine. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
macklebee Posted December 14, 2009 Share Posted December 14, 2009 I don't think you can do it directly in the engine, but if you look here: http://www.leadwerks.com/wiki/index.php?title=Game_Model_Format#GMF_SDK you should be able to generate what you want, dump it to file, then load it into the engine. hehe... yeah... thats one way to go i guess... but really? assuming that he does have bmax to even attempt this, doing it in blender would be a thousand times quicker to accomplish... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Niosop Posted December 14, 2009 Share Posted December 14, 2009 Well, the GMF SDK has a C/C++ API according to the page. And he might have some compelling reason to need to be able to generate them dynamically at runtime. I can't think of what it would be, but he might It might even be possible to skip the export to file part and just use the SDK to load the model directly, but not sure. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Chris Paulson Posted December 14, 2009 Share Posted December 14, 2009 Well, the GMF SDK has a C/C++ API according to the page. And he might have some compelling reason to need to be able to generate them dynamically at runtime. I can't think of what it would be, but he might It might even be possible to skip the export to file part and just use the SDK to load the model directly, but not sure. I've managed to make GMF files from C++ with the GMF library, so this would possibly be a good way to do it. Doubt you'd be able to skip the file part though. Quote Link to comment Share on other sites More sharing options...
Guest spong3bob Posted December 14, 2009 Share Posted December 14, 2009 hmm guess that wont be that much of a problem as there are only few parameters which influence the amount of bones Quote Link to comment Share on other sites More sharing options...
Guest spong3bob Posted December 15, 2009 Share Posted December 15, 2009 ok.. lets say it works with the gmf library. but i read there is a max. amount of bones? anyone know how much it is? Quote Link to comment Share on other sites More sharing options...
Josh Posted December 15, 2009 Share Posted December 15, 2009 256. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guest spong3bob Posted December 17, 2009 Share Posted December 17, 2009 is there a way of setting attribute variables for the shaders? or any other way of setting variables for every vertex? Quote Link to comment Share on other sites More sharing options...
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