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'...
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...
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...
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...
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...
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...
Right - I think it was oversight, more than intentional design. The original code was written primarily for physical simulation, and not primarily for motion...
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++...
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...
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...
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...
Thanks for your helps. Actually I was trying to open other defualt plugins automatically, which I need for each characters(such as articulatedobject...
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...
Hi Tracy, I'm in New Orleans this week for the SIGGRAPH conference. Perhaps we can get together when I get back. Ari ________________________________ From:...
In the $DANCE_DIR/build/dance.vcproj file, remove the line: StackReserveSize="480000000" This will prevent some build errors (particularly in BitmapRenderer)...
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...
No. Is there a document that describes such formats? Ari ________________________________ From: Sinan Mutlu <sinanmut@...> To: dancedev@yahoogroups.com ...
There seems to be a number of BVH exporter plugins scripts from Maya - DANCE does import BVH. Ari ________________________________ From: Sinan Mutlu...
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...
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...
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...
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...
I tried the addFrame(Quaternion), but it seems not working. So I compared "void CharJoint::addFrame(Quaternion* quat)" with "void CharJoint::addFrame(double*...
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...