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Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 04 Oct 2010, 18:19
by rudy85
[Addons]

Characters exported you can find in this Topic :

Bigbuckbunny
Chinchila
Chuck
Duke
Mriceblock
Plee the bear
Python
Tarentula

Will coming :

Bambou the dog
Catapult from Glest
Diego the crocodile
Rinky from Bigbuckbunny the movie
Frankie from Bigbuckbunny the movie
Audacity girl
Eviltux

;)

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 05 Oct 2010, 17:25
by rudy85
Rinky :

Chinchilla new icon :
chinchilla-icon.png
chinchilla-icon.png (25.51 KiB) Viewed 8631 times

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 17 Nov 2010, 02:45
by rudy85
I've smoothed this animations , and I solved bug of appearing objects : appearance is less visible (Nolok scream panel mozilla flame ...)

I have a problem with Gnu front part of the carpet seem to hit the ground sometime (I 've done my possible to solve this problem).
Only solution I found is asking you to remove vertical collision sound :(

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 17 Nov 2010, 02:50
by rudy85
Next 5

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 17 Nov 2010, 03:26
by Auria
Hi,

thanks, I will look soon. Are the B3D files in the zips up to date?

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 17 Nov 2010, 15:14
by rudy85
Package including .blend files and videos ( you just have to remove them ;) )

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 17 Nov 2010, 17:49
by Auria
Not sure I understand; do you mean the B3D files are not up to date?

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 17 Nov 2010, 20:03
by rudy85
No everything is ready to use in this package ( just it contain to many files for including to the game: video and blender files :think: )

sorry , because I'm not so easy to understand : tired today (I finished battlespace track at 3am this night)

Up to date, yes.

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 19 Nov 2010, 01:17
by Auria
Hi,

thanks, I committed all updates to core package karts :)
(except Gooey and Puffy : they have little issues. Gooey's kart is not straight, and Puffy has trnasparency issues)

If you want to work on the karts again, please download the updated blend files from the media repository - I did a few small fixes (character color, charachter name with Capital Letter, gravity center shift for Gnu, etc...) and we don't want to lose them

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 19 Nov 2010, 01:22
by rudy85
Yes I had to give this direction to gooey to get it straight into the game :? ... It works

Idem to hexley

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 19 Nov 2010, 21:32
by Auria
Seems like this is not true anymore :

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 20 Nov 2010, 05:00
by hiker
Hi,

I don't have time to look at the models, but make sure to use a consistent set of b3d exporter, track exporter, and STK version - e.g. the latest b3d and track exporter will export the frames slightly different (based on frame numbers starting with 0 and not with 1).

Cheers,
Joerg

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 20 Nov 2010, 20:03
by rudy85
Auria {l Wrote}:Hi,If you want to work on the karts again, please download the updated blend files from the media repository - I did a few small fixes (character color, charachter name with Capital Letter, gravity center shift for Gnu, etc...) and we don't want to lose them


You're pleased to test differences between your gnu and the one I improved (I mean drivability)

hiker {l Wrote}: but make sure to use a consistent set of b3d exporter

Auria {l Wrote}:If you want to work on the karts again, please download the updated blend files from the media repository - I did a few small fixes (character color, charachter name with Capital Letter, gravity center shift for Gnu, etc...) and we don't want to lose them


I think that would have been cool if I had been informed

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 21 Nov 2010, 01:35
by Auria
Rudy,

I'm sorry but I don't understand your post

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 21 Nov 2010, 03:17
by charlie
I think he feels he was due some kind of notification that the characters had been updated since he is working on them so much. Obvioulsy, he must redo improvements if he's been working on a model that has since been changed.

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 21 Nov 2010, 10:55
by hiker
Hi Rudy,

my comment was meant to explain why it might be that you and auria see different things (if this is what is happening) - because you have submitted b3d and xml files, which are likely not compatible with the current SVN version (I seem to remember from another thread that you are not using current SVN), and auria is likely using the current SVN version.

...
rudy85 {l Wrote}:I think that would have been cool if I had been informed

We quite often have to adjust models: all information specified in the XML files are created from the .blend files, so even if we want to change (say) the music of a track, or the spelling of a character, we have to update the .blend files (since otherwise important changes get lost - for example the adjusting of the center of gravity for gnu kart, which got lost once or twice) - so the repository is always the location of the latest models. All changes to the models/repository are published on our svn-commit list (and you can easily filter the emails for changes in the media/kart directory only). Also if you let us know that you start to work on a character, we make sure not to do any changes to the .blend during that time.

Cheers,
Joerg

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 21 Nov 2010, 16:35
by rudy85
I want to tell you what I'm thinking

Porting to irrlicht is boring me a lot :(
I do it in order to save (don't lose) work I've done
There is long time I didn't have really fun with blender :think:

Technical things are changing every weeks and I don't find all answers in wiki .
I've tried to translate some pages (even handwriting is not enough fast as speed you're changing pages , and I don't have time to doing it )
We"re not enough, and I want to do much :cry:

"So many times, my work don't go in way you want", and time proved me you're right, but It's tires me . I'm blowing hot air and I don't want to do this anymore.

It seems you often have problems to understanding me ( :think: my english is not so poor. I certainly don't give to my sentence a good structure but keywords to understanding me are. I won't do much efforts :| I don't want to be an english :( ,sorry )

Working for STK project give me so much, you gave me motivation, I've learned blender for this, especially because you was nice to me.
I understood about licences, and game making , 3D engine. :heart:

------------------------------------------------------------
I will change my way to contribute to STK :
I will only make items or objects to include to tracks in order to improve them (I won't ever making a track by myself)
I will finish works already start :x
------------------------------------------------------------
I will work directly to opengameart where you will find what you really want in my work

Cheers

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 21 Nov 2010, 17:33
by Auria
charlie {l Wrote}:I think he feels he was due some kind of notification that the characters had been updated since he is working on them so much. Obvioulsy, he must redo improvements if he's been working on a model that has since been changed.


No, there was a misunderstanding there. The characters have not changed much. I just asked him to get them from the media repo in the future because I did a couple of minor fixes

Rudy : Je crois que tu as mal saisi ce que je voulais dire ici. Je ne voulais pas dire que les personnages avaient grandement changé pendant que tu travaillais dessus, je voulais simplement t'avertir que j'avais fait quelque petites modifications sur tes blends, notamment pour que chaque kart ait une couleur associée, et aussi pour corriger le centre de gravité du gnu. En gros je te disais simplement que, à l'avenir, si tu veux travailler sur les karts, prendre les blend du media repo sera légèrement plus direct pour tout le monde, c'est tout.

Et oui, le port vers irrlicht est pénible pour nous aussi, nous trouvons fréquemment des bugs et nous soupirons nous aussi chaque fois que nous découvrons un problème dont le correctif exige de modifier toutes les pistes ou tous les karts (ça arrive de temps en temps). Mais là nous sommes très près du but et normalement ça ne changera plus énormément.

Nous sommes aussi au courant que les pages du wiki ne sont pas optimales, c'est pourquoi nous acceptons volontiers de répondre aux questions - souvent, après avoir répondu à une question, je vais aussi inscrire la réponse sur la wiki pour qu'elle y soit disponible à l'avenir. Donc ce côté aussi ça tend à s'améliorer et à se stabiliser.

À propos des traductions, je crois en effet qu'il est mieux d'attendre que 0.7 soit stable, traduire la documentation d'une version en plein développement ne peut qu'être frustrant

Nous pouvons sembler "cruels" à refuser des contributions qui ne correspondent pas à certains standards; mais il faut comprendre qu'être chef de projet est aussi un travail très ingrat. Forcément pour faire un jeu répondant aux standards légaux et de la meilleure qualité possible nous nous devons de refuser des contributions. Je crois que la meilleure solution ici est de faire des pistes/karts tout d'abord pour soi et/ou pour les add-ons; nous avons certaines contributions faites par des gens experts à blender - nous n'avons rien contre les gens moins expérimentés mais pour faire un jeu de bonne qualité nous n'avons pas le choix de faire une sélection éventuellement.

L'important est tout d'abord que chaque personne voulant contribuer à STK ait du plaisir, alors bien sur fais ce que tu sens le plus à l'aise de faire! Il n'y a aucune obligation

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 22 Nov 2010, 22:14
by rudy85
Merci pour ta compatissance, j'avais besoin de m'exprimer afin de me définir de nouveaux objectifs.
Je suis par ailleur très conscient des difficultés que vous rencontrez aussi pour le portage vers irrlicht.

A plus tard
:D

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 22 Nov 2010, 22:32
by rudy85
Ps: I've updated SVN , I found new b3d and stk_track scripts
:|

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 25 Nov 2010, 23:11
by rudy85
Konqo, he's konqi's brother :D

http://vimeo.com/17198526

Konqo.png
Konqo.png (14.79 KiB) Viewed 8451 times

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 25 Nov 2010, 23:59
by KroArtem
Haha, love the princess beating Konqo :D

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 26 Nov 2010, 00:33
by Auria
Amusing :)

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 09 Dec 2010, 00:38
by rudy85
so, Gooey :

Re: Final 0.6 and Irrlich characters animation #2

PostPosted: 09 Dec 2010, 01:16
by Auria
Hi,

thanks for the Gooey blender file. Unfortunately, I realized we have a little problem with blender here :( The armature has a rotation of 80 degrees, plus some scaling, and this causes trouble in B3D. The usual solution is to use menu "Apply Scale/Rotation", but unfortunately, when I do this, the animation becomes distorted :( Does someone know a way to apply rotation on an armature without breaking the animation?