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#1 Re: Programing » How does the build part of your programs work? » 10-May-2023 22:27:29

arkeon wrote:

Hello,

I don't know about mkbundle, for now the workflow in OS3D is to export the Xcode project and open it on a mac to generate the app with your apple developer account and sign keys


Perfect thanks.

#3 Re: Programing » How does the build part of your programs work? » 7-May-2023 20:15:17

Hi, since I don't have a Mac available, I was reading the various discussions to develop apps for IOS (therefore mobile) So if I understand correctly, through this program https://www.mono-project.com/docs/tools … /mkbundle/ It would be possible? I don't know this program.

#4 Re: Openspace3D » speech recognition » 5-May-2023 12:42:21

arkeon wrote:

What kind of app do you want to make with speech recognition ?

Commissioned work for museums. I was explicitly asked for it as a function. But I also did some tests on a pc game, which performs actions on speech recognition. I would like to port it to Android and IOS as well.
And I regret having to use other programs to do these things. Open space 3d would be great

#5 Re: Openspace3D » speech recognition » 4-May-2023 20:22:01

arkeon wrote:

Hello, yes I know about the android java interface, I should prefer a C++ sdk against a java / C++ bridge. I didn't look for a while into latest NDK for android.

This is a big work to implement such interface working with audio input from Scol side if possible. I'll try to look at this when I'll have some time.


Hello, yes I understand that must be a big job to do. But if you can implement speech recognition, as well as opening a browser in the app on Android and ios, os3d will become even more awesome than it already is. I hope that one day there will be these updates. Would be great. As it stands, os3d is great. It would be even more so.

#6 Re: Openspace3D » speech recognition » 4-May-2023 13:04:44

arkeon wrote:

Hello, nope I didn't found a correct and open source api yet to work on android.

On Windows it use the system speech recognition. You can check if it work on your Windows using the configuration panel


Hi, did you happen to see the API I sent you above? It should be fine.

#7 Re: Openspace3D » browser in the app » 3-May-2023 05:08:29

arkeon wrote:

Hello,
we didn't look at this on android for now, since there is no way to make it directly in multi-platform.



Hello, is there still no possibility to open a browser on Android and IOS, directly in the app?

#8 Re: Openspace3D » speech recognition » 28-Apr-2023 19:40:32

arkeon wrote:

Hello, nope I didn't found a correct and open source api yet to work on android.

On Windows it use the system speech recognition. You can check if it work on your Windows using the configuration panel


I'm sorry but this is not good?

https://developer.android.com/reference … Recognizer



https://youtu.be/HFUR9uSZFQY

#9 Re: Openspace3D » Can't import an FBX character with animations at all » 28-Apr-2023 13:07:05

arkeon wrote:

Well I could not achieve to import mixamo animation from fbx correctly by now because of this issue : https://github.com/assimp/assimp/issues/4015

I'll wait a bit to get this done until I try again for next releases.

I'm not using assimp. We just mix character with animations, import it in blender following the video link (NLA) in the post above and everything works perfectly on os3d

#10 Re: Openspace3D » speech recognition » 28-Apr-2023 13:04:27

arkeon wrote:

you can just change the input volume in your windows config. I don't remember if you have the option in the plugit.

On android the speech rec/synth is not available.

I join these posts to ask if speech recognition works on Android in the meantime? I'm testing now on Windows but it doesn't work. I probably have to set the mic output right. But the main interest is whether it works on Android, thanks.

#11 Re: Openspace3D » Can't import an FBX character with animations at all » 26-Apr-2023 21:50:32

lorcan71 wrote:

Hello

It's normal you have to combine several animations in a single rig mesh.

Several ways to achieve this with Blender but the NLA Editor seems the most reliable.

Youtube videos will help you better, for example the link below.

Combine Mixamo animations with NLA Editor Blender =>  https://youtu.be/3NrsSdEUSWI

Once the animations are combined into one, repeat the procedure.

Otherwise there is the example of ANDY OS3D animations that you can test. You will find it in the demos or examples folder I believe.


I just got home, I tried it right away and in 10 minutes I made 3 animations and everything works perfectly in os3d!! Magnificent!!

#12 Re: Openspace3D » Can't import an FBX character with animations at all » 26-Apr-2023 21:03:05

lorcan71 wrote:

Hello

It's normal you have to combine several animations in a single rig mesh.

Several ways to achieve this with Blender but the NLA Editor seems the most reliable.

Youtube videos will help you better, for example the link below.

Combine Mixamo animations with NLA Editor Blender =>  https://youtu.be/3NrsSdEUSWI

Once the animations are combined into one, repeat the procedure.

Otherwise there is the example of ANDY OS3D animations that you can test. You will find it in the demos or examples folder I believe.


Hello and thanks again for your availability. Sorry if I answer only now but I was working. Yes I had already seen this video to combine animations on Blender. As soon as I have time, I'll try it right away. Thank you

#13 Re: Openspace3D » Can't import an FBX character with animations at all » 26-Apr-2023 16:41:02

lorcan71 wrote:

Good morning

Thank you Roberto for sending the PDF last night and for VE to give feedback ASAP with students.

Hi, when you have time can you tell me how to import another animation for the same mesh? Obviously if I mix the same character with another animation and do the same procedure, I end up with 2 characters, each with its own animation. I tried to import only the animation (no mesh) into the os3d scene but it doesn't work. When you have time, don't rush. Thanks again.

#14 Re: Openspace3D » Can't import an FBX character with animations at all » 26-Apr-2023 14:25:35

lorcan71 wrote:

Good morning

Thank you Roberto for sending the PDF last night and for VE to give feedback ASAP with students.


Thank you for taking your time. You are very kind.

#15 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 22:07:34

ve wrote:

Can you send me the PDf, i would really appreciate it loads.
its vtate01@qub.ac.uk

Many thanks to you.

Sent. Thanks again to lorcan71

#16 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 21:37:12

lorcan71 wrote:

You're welcome OS3D offers great possibilities

I'm interested in AR and VR plugins in particular

Glad the procedure is ok and good development


I too am very interested in both AR and VR In recent days I was seeing the possibility of working markerless. I see that os3d has some very good plugITs I had started working a little with AR SLAM

#17 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 20:22:33

lorcan71 wrote:

PDF sent


It worked!!!!!!!!!! Thank you very much for your time, you have been really very kind. Basically the difference between my export and yours is that I still had "Shared Armature" selected And I hadn't selected "OGRE inherit scale Incredible!! Thank you again so much!

#18 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 18:55:14

lorcan71 wrote:

I have prepared an explanatory PDF.

To which email address can I send it?

THANKS

thank you very much

roberto.lisio81@gmail.com

thanks !!!!

#19 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 16:23:59

lorcan71 wrote:

I just tested the Alien character
+ Capoeira animation (the very first) and it's functional in export blender 3.25 + import OS3D bet4 1.91
Installation or configuration problem
I will see to carry out a procedure

I would be really grateful to you. Thank you

#20 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 15:58:53

lorcan71 wrote:

Hpoe in Blender you do the "a" key to select everything from the imported FBX file before playing the blender2ogre addon

The 2nd log file seems correct to me, although I have a little doubt about the exported .mesh(s).

What is the Mixamo character and animation used? In order to reproduce the Blender export / import OS3D beta4?

THANKS.


character is Alien Soldier whit capoeira animation.

but if I may ask... since you managed to make it work, right? When you have time, could you make me a video or a step-by-step description of your procedure? Maybe I'm skipping something at this point... I don't know...
We press "a" in blender to select all.

#21 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 15:01:30

lorcan71 wrote:

When exporting from Blender to Ogre3D (scene, mesh, etc.) a path window opens.

On the right there are checkboxes according to the sections: scene, materials, texture, etc. => tick the appropriate boxes !

And at the very bottom of this window for .log files (check the 2 boxes) -> Section "Logging"

When exporting blender2ogre these .log files will be generated for debug


update 2
I did another export just keeping the mesh selected...

2023-04-25 15:57:36 [ INFO] * Target path: C:\Users\Daimones\Desktop\prova
2023-04-25 15:57:36 [ INFO] * Target file name: blender2ogre.scene
2023-04-25 15:57:36 [DEBUG] * Target file name (no ext): blender2ogre
2023-04-25 15:57:36 [ INFO] * Blender version: 3.0.0 (release; Windows)
2023-04-25 15:57:36 [DEBUG]  + Binary Path: C:\Users\Daimones\Desktop\Blender_Ogre3d\blender-3.0.0-windows7\blender.exe
2023-04-25 15:57:36 [DEBUG]  + Build Date: 2021-12-04 12:54:30
2023-04-25 15:57:36 [DEBUG]  + Build Hash: f1cca3055776
2023-04-25 15:57:36 [DEBUG]  + Build Branch: master (modified)
2023-04-25 15:57:36 [DEBUG]  + Build Platform: Windows
2023-04-25 15:57:36 [ INFO] * Processing Scene: blender2ogre, path: C:\Users\Daimones\Desktop\prova
2023-04-25 15:57:36 [DEBUG] ABABA Camera
2023-04-25 15:57:36 [DEBUG] ABABA Ch44
2023-04-25 15:57:36 [ INFO] * Processing Materials
2023-04-25 15:57:36 [DEBUG] Getting Metallic roughness texture of material: 'Ch44_Body'
2023-04-25 15:57:36 [DEBUG]  + Processing input: 'Roughness'
2023-04-25 15:57:36 [WARNING] Connected node 'Image Texture.004' is not of type 'SEPARATE_COLOR'
2023-04-25 15:57:39 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1002_Diffuse.png)
2023-04-25 15:57:44 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1002_Normal.png)
2023-04-25 15:57:46 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1002_Emissive.png)
2023-04-25 15:57:48 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1002_Specular.png)
2023-04-25 15:57:48 [DEBUG] Getting Metallic roughness texture of material: 'Ch44_body1'
2023-04-25 15:57:48 [DEBUG]  + Processing input: 'Roughness'
2023-04-25 15:57:48 [WARNING] Connected node 'Image Texture.004' is not of type 'SEPARATE_COLOR'
2023-04-25 15:57:52 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1001_Diffuse.png)
2023-04-25 15:57:54 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1001_Specular.png)
2023-04-25 15:57:58 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1001_Normal.png)
2023-04-25 15:57:59 [ INFO] Writing texture: (C:\Users\Daimones\Desktop\prova\Ch44_1001_Emissive.png)
2023-04-25 15:57:59 [ INFO] * Exporting root node: Camera
2023-04-25 15:57:59 [ INFO] * Exporting root node: Armature
2023-04-25 15:57:59 [DEBUG] Disabling Modifier: Armature
2023-04-25 15:57:59 [ INFO] * Generating: Mesh.mesh.xml
2023-04-25 15:57:59 [ INFO]   - Vertices: 23243
2023-04-25 15:57:59 [ INFO]   - Loop triangles: 46108
2023-04-25 15:57:59 [ INFO] * Writing shared geometry
2023-04-25 15:57:59 [DEBUG] * Mesh has custom normals
2023-04-25 15:58:18 [ INFO] - Done at 18.63 seconds
2023-04-25 15:58:18 [ INFO] * Writing submeshes
2023-04-25 15:58:19 [ INFO] - Done at 19.65 seconds
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 11237 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 11238 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 11239 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 11242 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 11245 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 11246 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 20999 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 21000 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 21002 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 21004 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 21971 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:20 [WARNING] <Mesh> vertex 24128 is in more than 4 vertex groups (bone weights). This maybe Ogre incompatible
2023-04-25 15:58:21 [DEBUG] Removing temporary object: Ch44.001
2023-04-25 15:58:21 [DEBUG] Enabling Modifier: Armature
2023-04-25 15:58:21 [ INFO] - Created Mesh.mesh.xml at 21.28 seconds
2023-04-25 15:58:21 [DEBUG] C:\Users\Daimones\Desktop\Blender_Ogre3d\OgreXMLConverter.exe -q -byte -log C:\Users\Daimones\Desktop\prova\OgreXMLConverter.log C:\Users\Daimones\Desktop\prova\Mesh.mesh.xml
2023-04-25 15:58:22 [ INFO] Removing generated xml file after conversion: C:\Users\Daimones\Desktop\prova\Mesh.mesh.xml
2023-04-25 15:58:22 [ INFO] - Created Mesh.mesh in total time 22.67 seconds
2023-04-25 15:58:22 [ INFO] * Generating: Armature.skeleton.xml
2023-04-25 15:58:22 [DEBUG] Writing Armature to file: C:\Users\Daimones\Desktop\prova\Armature.skeleton.xml
2023-04-25 15:58:22 [ INFO]  - Exporting action: my_animation
2023-04-25 15:58:31 [DEBUG] C:\Users\Daimones\Desktop\Blender_Ogre3d\OgreXMLConverter.exe -q -byte -log C:\Users\Daimones\Desktop\prova\OgreXMLConverter.log C:\Users\Daimones\Desktop\prova\Armature.skeleton.xml
2023-04-25 15:58:31 [ INFO] Removing generated xml file after conversion: C:\Users\Daimones\Desktop\prova\Armature.skeleton.xml
2023-04-25 15:58:31 [ INFO] - Done at 8.98 seconds
2023-04-25 15:58:31 [ INFO] - Exported Ogre Scene: C:\Users\Daimones\Desktop\prova\blender2ogre.scene
2023-04-25 15:58:31 [ INFO] - Done at 55.09 seconds

#22 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 14:51:38

lorcan71 wrote:

When exporting from Blender to Ogre3D (scene, mesh, etc.) a path window opens.

On the right there are checkboxes according to the sections: scene, materials, texture, etc. => tick the appropriate boxes !

And at the very bottom of this window for .log files (check the 2 boxes) -> Section "Logging"

When exporting blender2ogre these .log files will be generated for debug



2023-04-25 15:46:27 [ INFO] * Target path: C:\Users\Daimones\Desktop\prova
2023-04-25 15:46:27 [ INFO] * Target file name: blender2ogre.scene
2023-04-25 15:46:27 [DEBUG] * Target file name (no ext): blender2ogre
2023-04-25 15:46:27 [ INFO] * Blender version: 3.0.0 (release; Windows)
2023-04-25 15:46:27 [DEBUG]  + Binary Path: C:\Users\Daimones\Desktop\Blender_Ogre3d\blender-3.0.0-windows7\blender.exe
2023-04-25 15:46:27 [DEBUG]  + Build Date: 2021-12-04 12:54:30
2023-04-25 15:46:27 [DEBUG]  + Build Hash: f1cca3055776
2023-04-25 15:46:27 [DEBUG]  + Build Branch: master (modified)
2023-04-25 15:46:27 [DEBUG]  + Build Platform: Windows
2023-04-25 15:46:27 [ INFO] * Processing Scene: blender2ogre, path: C:\Users\Daimones\Desktop\prova
2023-04-25 15:46:27 [DEBUG] ABABA Camera
2023-04-25 15:46:27 [DEBUG] ABABA Armature
2023-04-25 15:46:27 [ INFO] * Processing Materials
2023-04-25 15:46:27 [WARNING] No materials, not writting .material script
2023-04-25 15:46:27 [ INFO] * Exporting root node: Camera
2023-04-25 15:46:27 [ INFO] * Exporting root node: Armature
2023-04-25 15:46:27 [DEBUG] Skip exporting hidden/non-selected object: Mesh
2023-04-25 15:46:27 [ INFO] * Generating: Armature.skeleton.xml
2023-04-25 15:46:27 [DEBUG] Writing Armature to file: C:\Users\Daimones\Desktop\prova\Armature.skeleton.xml
2023-04-25 15:46:27 [ INFO]  - Exporting action: my_animation
2023-04-25 15:46:36 [DEBUG] C:\Users\Daimones\Desktop\Blender_Ogre3d\OgreXMLConverter.exe -q -byte -log C:\Users\Daimones\Desktop\prova\OgreXMLConverter.log C:\Users\Daimones\Desktop\prova\Armature.skeleton.xml
2023-04-25 15:46:36 [ INFO] Removing generated xml file after conversion: C:\Users\Daimones\Desktop\prova\Armature.skeleton.xml
2023-04-25 15:46:36 [ INFO] - Done at 8.84 seconds
2023-04-25 15:46:36 [ INFO] - Exported Ogre Scene: C:\Users\Daimones\Desktop\prova\blender2ogre.scene
2023-04-25 15:46:36 [ INFO] - Done at 8.92 seconds

why ?
[DEBUG] Skip exporting hidden/non-selected object: Mesh

#23 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 12:41:00

lorcan71 wrote:

Ok for OgreXMLConverter.log

And the blender2ogre log file?

Oops, isn't that it? When I export with the blender2ogre plugin (within Blender) in addition to the .scene files etc it gives me this file.log Where can I find the file you say? Now I'm getting ready to go to work. later I'll be happy to find and post it. And thank you very much for your help. Ah probably in the plugin folder. I'll send it as soon as I can.

#24 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 12:06:12

lorcan71 wrote:

Hi,

I tested a few months ago with Blender 3.0 and it was ok

I will lean more for a pb of installation side "OGRE"

Do you have a LOG file when generating blender2ogre export files with Blender ? That would give me a clue, I think.

Windows 7  architecture  32 or 64 bits ?  (i'm french )


Hi,

windows 7 64 bit

OgreXMLConverter.log

20:51:59: XMLSkeletonSerializer: reading XML data from C:\Users\Daimones\Desktop\Mail\File imported in .scene\Armature.skeleton.xml...
20:51:59: XMLSkeletonSerializer: Reading Bones name...
20:51:59: XMLSkeletonSerializer: Reading Hierarchy data...
20:51:59: XMLSkeletonSerializer: Reading Bones data...
20:51:59: XMLSkeletonSerializer: Reading Animations data...
20:51:59: XMLSkeletonSerializer: Finished. Running SkeletonSerializer...
20:51:59: Exporting bones..
20:51:59: Bones exported.
20:51:59: Exporting animations, count=1
20:51:59: Exporting animation: my_animation
20:51:59: Animation exported.

#25 Re: Openspace3D » Can't import an FBX character with animations at all » 25-Apr-2023 11:27:44

lorcan71 wrote:

Hello Roberto,

For my part, I tested Mixamo animated characters in FBX format by importing into Blender 3.5 then exporting "blender2ogre" for OS3D 1.91 beta4 portable (cf. Arkéon) = SUCCESS  (.scene, .mesh, .skeleton, .materials = OK )

Look here =>>  https://github.com/OGRECave/blender2ogre  to install the ADDON Blender version 0.84 march 2023 :
  Installing  paragraph 

When you check blender2ogre (to validate the addon) click on the small triangle to the left of the checkbox and you can give several paths including that of OgreXMLconverter

Close and open Blender to validate addon install.

Update here (cf. Arkéon) :  https://redmine.openspace3d.com/project … lConverter

With OS3D 1.91 beta4 just to modify materials, XYZ character imported axes but easily !

I tested Pete in walking mode, Erika Archer in running mode with the addition of a crossbow in a hand in physics mode under OS3D. Success

I hope that that will be able to help you.

cordially

Thank you for this. Actually I have already done all the procedures described. Could the problem be that I'm using Blender 3.0 and not 3.5? I'm using Blender on Windows 7 (an old notebook) and I can't install later versions.

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