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Messages 214 - 244 of 248   Oldest  |  < Older  |  Newer >  |  Newest
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214
For the problem with cube orientation, you can try selecting the particular piece of geometry (which is named the same as the bone) and then use 'Rotate X/Y/Z'...
shapiroari
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Jun 2, 2009
7:36 pm
215
Hi Ari, I am currently evaluating DANCE to see if I can use it for my research project, so I'm looking for more permanent solutions. It certainly has a lot of...
Joel Horne
joelhorneuk
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Jun 5, 2009
7:50 am
216
Hi Joel, Thanks for the code fixes. These days I work full time for a visual effects company (Rhythm & Hues) and can only work on DANCE outside of work when I...
shapiroari
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Jun 5, 2009
4:43 pm
217
Hi Ari, I appreciate that it is difficult for you to provide full support. I'm continuing to try to automatically create a properly setup character based on an...
Joel Horne
joelhorneuk
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Jun 9, 2009
10:43 am
218
Hi Joel, As you pointed out, the asf/amc file formats include bone axes get removed when you create a simulated character. However, the data should convert...
Ari Shapiro
shapiroari
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Jun 10, 2009
11:23 pm
219
Well the problem is that without this axis information, the bone rotation is too global. This may just be a design decision but for me it is inconvenient. Here...
Joel Horne
joelhorneuk
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Jun 11, 2009
4:31 am
220
Right - I think it was oversight, more than intentional design. The original code was written primarily for physical simulation, and not primarily for motion...
shapiroari
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Jun 16, 2009
3:23 am
221
Ok, so I downloaded VC++ Express 2008, and here's what you need to do to get DANCE compiling with it: When you first open the DANCE projects in Visual C++...
shapiroari
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Jul 3, 2009
8:31 pm
222
Hello, i've got a question about using DANCE: is the post n°199 the only way to get the state (position, velocity, etc.) of the objects in the DANCE world? Is...
stefanodebattisti
stefanodebat...
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Jul 14, 2009
12:25 pm
223
You can get state information in a couple of different ways: For ArticulatedObjects/skeletons, first get the reference to the ArticulatedObject: ...
Ari Shapiro
shapiroari
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Jul 14, 2009
5:24 pm
224
Hi, I want to implement a new plugin in DANCE. While this plugin is created it will create some other plugins with some defualt values, such as: It will create...
Sinan Mutlu
sinanmut
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Jul 31, 2009
2:48 pm
225
Hi Sinan, Do you mean that you want to subclass, say, the class ArticulatedObject, but be able to reuse the GUI of that class so that all the original...
Ari Shapiro
shapiroari
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Aug 4, 2009
2:52 pm
226
Thanks for your helps. Actually I was trying to open other defualt plugins automatically, which I need for each characters(such as articulatedobject...
Sinan Mutlu
sinanmut
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Aug 5, 2009
11:22 am
227
are you at SIGGRAPH? We will be doing a demo in LA over on McConnell off Jefferson Tuesday if you want to come over and see what we are doing, and figure out...
Tracy@...
tmcsheery
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Aug 5, 2009
2:35 pm
228
Hi Tracy, I'm in New Orleans this week for the SIGGRAPH conference. Perhaps we can get together when I get back. Ari ________________________________ From:...
Ari Shapiro
shapiroari
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Aug 7, 2009
12:00 am
229
Actually I was at SIGGRAPH until this afternoon. We have the setup on the 3rd floor in the Studio. We'll touch base when you get back. Tracy...
Tracy@...
tmcsheery
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Aug 7, 2009
12:32 am
230
In the $DANCE_DIR/build/dance.vcproj file, remove the line: StackReserveSize="480000000" This will prevent some build errors (particularly in BitmapRenderer)...
shapiroari
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Aug 13, 2009
4:26 pm
231
Hello, i've undestood your reply, but there are still some problems. My goal is to create a simulated environment where a skeleton can interact with a...
stefanodebattisti
stefanodebat...
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Aug 31, 2009
8:01 am
232
The CollisionSphere is also a 'skeleton' of sorts, and you can get a reference to it in your skeleton's controller by using very similar code: ...
Ari Shapiro
shapiroari
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Aug 31, 2009
9:04 pm
233
Hi, Is there a way to import a skeleton in DANCE which is constructed in 3d Max or maya (in FBX or WRL format). Thanks a lot. sinan...
Sinan Mutlu
sinanmut
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Sep 1, 2009
4:29 pm
234
No. Is there a document that describes such formats? Ari ________________________________ From: Sinan Mutlu <sinanmut@...> To: dancedev@yahoogroups.com ...
Ari Shapiro
shapiroari
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Sep 1, 2009
5:03 pm
235
There seems to be a number of BVH exporter plugins scripts from Maya - DANCE does import BVH. Ari ________________________________ From: Sinan Mutlu...
Ari Shapiro
shapiroari
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Sep 1, 2009
5:09 pm
237
All, I released a new version of the DANCE code which integrates many of the build issues that have been discussed here, as well as the elimination of many...
shapiroari
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Sep 14, 2009
6:34 am
238
Hello, thanks for the suggestions, they work fine. Now I have one remaining problem, related to removing attachments. I have set two static attachments in my...
stefanodebattisti
stefanodebat...
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Sep 14, 2009
9:25 am
239
The attachments are connected to the links, so you can: Joint* joint = ao->getJoint(linkNum); joint->getOutboardLink()->setAttachmentStatic(NULL); ...
shapiroari
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Sep 16, 2009
1:55 pm
240
Hi, Ari. ... int *channels = new int[numChannels]; double *AngleFrames = new double[numChannels]; Quaternion QuatFrames; // RootPos contains a root translation...
yejink76
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Sep 18, 2009
12:02 am
241
Hi, my first demo is finished :-D thank you very much indeed. Now the new goal is to interact with the skeleton using the inverse kinematics. In details, i...
stefanodebattisti
stefanodebat...
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Sep 18, 2009
4:55 pm
242
Are you trying to add translational information in the first call to addFrame() and then the rotational information in the second call to addFrame()? This will...
Ari Shapiro
shapiroari
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Sep 20, 2009
12:35 am
243
I tried the addFrame(Quaternion), but it seems not working. So I compared "void CharJoint::addFrame(Quaternion* quat)" with "void CharJoint::addFrame(double*...
yejink76
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Sep 21, 2009
10:09 pm
244
Right, looks like the code needs: m_frames.push_back(newframe); before the: m_points.push_back(.....) lines. To add the translational values, you could create...
Ari Shapiro
shapiroari
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Sep 23, 2009
1:53 am
Messages 214 - 244 of 248   Oldest  |  < Older  |  Newer >  |  Newest
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