Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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There's an automatic translation module on the French page, activated automatically when your navigator language is different from French.
So I think you can have a look to http://www.openspace3d.com/documentation/fr/
Hi,
Here a small video showing in action the lipsync animation plugIt I'm working on.
Based on a linear interpolation between pose animations.
Ok, I finally understand what you want ^^
It's a viewer application, with object dynamically loaded in it, and with some 45° smooth rotation (as like as there were pre-defined position). So, for me, the simplest way to do, is to position a dummy where you want to show your object, and to add 6 dummy to where you want to position the camera (up / down / left / right / front / back).
Then you can certainly use goto PlugIt or something like that to obtain smooth movement (and a set direction to the first dummy to orient the camera). I let Arkeon tell you which plugits to use, but I think that it's definitively the way to do.
Nodrev
<edit>My description is for 90° rot, but it's the same way of doing</edit>
Sorry, but could you reformulate please, as I don't really understand what you need ![]()
Hi,
Someone tried to set up export Ogre mesh to Blender 2.56? To 2.49 everything works well
No, didn't try, personaly I'm still using v2.49 (32 bits, cause I think that I had a problem with 64 bits python support...), so I do not know if it's ok with 2.56 (apparently not).
Did you saw the new blender exporter script (I didn't tried it neither...): http://code.google.com/p/blender2ogre/
And as a side note, please create a new post when you talk about a new subject, it's simpler to follow it, and easier for users that are searching on this forum to find a response when they got a problem that somebody already have ![]()
<edit>Just saw on the link I gave to you that 2.56 is supported by the new script. Furthemore, it seem that he have shader exporting support (which was a pain with the existing exporter, as everything had to be done by hand in Ogre's scripts</edit>
Hi,
Anyway, it's certainly not normal at all that a crash occurs...
Salut a tous,
Juste pour vous informer que comme j'avais 5 heures de train ce week end, et que j'avais peur de m'ennuyer, j'ai pris mon portable avec une installation ubuntu sur une clef usb, et ai continué le portage linux de la vm. Je commiterais un truc dans la semaine je pense.
On avait pensé à un système similaire, les plugits "fantômes", qui dupliquerait les actions et événements de l'instance de plugit d'origine, mais pas le plugit en tant que tel (suis pas sûr que je suis clair).
Il se pose pas mal de problématique d'intégration (par exemple gérer la supression du plugit d'origine, ou du plugit fantome, et proposer de rattacher les actions et les événements au plugit d'origine), mais en y réfléchissant bien, ça devrait être faisable.
La boite noire, Arkeon est pas chaud à cause de la duplication des liens...
J'aime bien l'idée ^^
c'est zouliiii ![]()
salut,
* Pour ta première remarque, a voir, je suis pas sûr que ce soit plus lisible, vu qu'il y a déjà pas mal de catégories... Je laisse Arkeon voir pour ça.
* La seconde, ce serait effectivement mieux à mon avis, mais garder le mouvement de la caméra tel que l'on a aujourd'hui avec un modifier (shift, control ou alt que sait-je, il faut vérifier ce qui est déjà pris), car c'est vrai que lorsque ça se mets à tourner violent, ça remue l'estomac.
* Je pense que tu veux parler de projection de la caméra de type "orthogonale" (à l'inverse de la projection "perspective" standard)... Toi qui est sur Blender, je pense que tu veux l'équivalent de ce que fait la touche "5", c'est ça? Si c'est le cas, les fonctions sont déjà dans le moteur 3D, mais faute de temps pas encore dans l'interface d'OpenSpace3D. Un ticket est déjà fait pour ça, c en cours...
* Pour l'instant, c'est doc ^^, mais je crois qu'Arkeon avait pensé le système afin qu'au final ces params pourraient être présenté à l'utilisateur.
Enfin, pour finir, priorité ou pas, c'est toujours bien pour nous d'avoir ce genre de retours sur utilisation, car l'ergo est bien entendu un point important d'un logiciel qui se veux facile d'accès.
Nodrev
What a dumb ass I am, the guy on the russian forum, it was you mr Big, didn't notice the name
!
The fact is that I saw some comments in this forum about 2 smalls installations problems (this one included), but as I use google translate to read in english, and that russian/english translation is far from being perfect, i haven't understand everything for the second.
Like it's a russian speaking only forum (I think), I prefered to not respond in english... and anyway, I didn't succeed to register in this forum, as the registering form was too badly translated
!
So, I think that a little comment in gcup should be great, to say people "do not hesitate to ask on openspace3d forum". At least I or somebody else can give rapidly a response.
Furthemore, those kind of errors does not append on our developers machine, and even if we try many configurations before distributing a release, we do not have so many configurations available.
Nodrev
You are welcome ![]()
As a side note, I will open a bug report (even if it's not really one), maybe activeX registration should be ignored (that means that openspace3d will not works in IE on the machine) in case of error, starting Openspace3D anyway.
Nodrev
Hi,
I saw recently on a russian forum that someone got the same problem.
You do not have admin rights on your pc.
Try to execute scol.exe with admin mode (right click, run as administrator). if you got the scol icon in the taskbar (bottom right left), then it's certainly that.
So, the simpler way to make it work is to force admin user when executing scol application (openspace3d is a scol application), but you can alternavly add admin rights to your windows user account (i let you search how to do if you choose this solution).
To force scol.exe to run with admin rights, go to your scol voyager installation directory (I my case, it's "C:\Program Files (x86)\Scol Voyager", but it can also be "C:\Program Files\Scol Voyager"), right click on "scol.exe", choose "properties", then go to "Compatibility" tab, and check the "run as administrator" checkbox, and click "OK". This procedure is the one I used with windows seven, but I think it's almost the same thing on other windows versions.
Now, OpenSpace3D should start without the error message.
This error is in fact due to the registering of an activeX control in IE, to allow scol applications to run in IE.
Hope this helps.
Nodrev
After some weeks passed to test Ogre 1.8 on an svn dev branch, we re-integrate it to the trunk version.
So, to compile, read the readme file in the dependencies directory.
We hope that it will simplify data importation from 3DS max (it seems that many users are stuck with the last version of OgreMax which supports only Ogre 1.7 & 1.8 export), and furthermore, it was time to change our Ogre version that was still in 1.6.
The next official release is approaching!
Seems that you use the "old" FlashControl class.
We will have to test if it's ok with the new one (SFlashWidget)...
Nodrev
Yep, as float uses generally IEEE_754 format:
http://en.wikipedia.org/wiki/Floating_p … _computers
(already released)
In the trunk version only, not on the downloadable release.
Anyway, like Arkeon said, official release is now just a matter of weeks... time to complete our test on Ogre 1.8.
Nodrev
<edit>Sorry Arkeon, I misunderstood your words
</edit>
<edit bis>Seems that Adams is a chatbot, a good one
</edit bis>
Hello,
Tu n'aimes pas le C++, mais là, un bête std::vector remplacerais efficacement le "..." dans la signature de la fonction.
Et je crois me rappeller que ces "va_list" sont vraiment pas recommandés en général (pour moi c'est "forbiden", à ne pas utiliser, et il y a une bonne raison, même si je me rappelle plus pourquoi
, mais bon faut avoir des convictions dans la vie
).
Sinon, en fouillant un peu sur le net:
http://bytes.com/topic/c/answers/639132 … on-va_list
Donc à priori, c'est faisable, mais avec un code par plate-forme (voir par compilo étant donné que la bidouille est destinée à s'assurer que la taille des variables ajoutés à la va_list est correcte), ce qui est beaucoup plus lourd à maintenir qu'un std::vector, et ça fait beaucoup plus de code aussi...
Nodrev
Hi,
The fact is, it take so much time to compile Chromium, that it's very difficult to test new versions...
I know that there's some API breaks in the new version of Chromium. The way to do is to test V5, then V6, etc... and to fix those API breaks...
I'll give a call to the people who initiate the fork (they're live in the same town than me) to know if they had testing other Chromium version, and if they got information about the changes to do.
Nodrev
Web Navigator is now commited and activated in the trunk version.
There's some minor issues with some unclick events in specials cases, but it's not so critical, I'll correct this tomorrow. But some are more worrying: some sites (for example lots of flash games sites) makes Chromium crash (and Scol by the way...).
It's right that we use an old version of this (V4.1), so we may get the official Awesomium version which got a more recent Chromium engine. The major problem is that Awesomium went closed source, and I wish to make our wrapper to be compiled either with the open source fork, either with the official closed source version, to offer the possibility to people choose to go down into the code, or preferring to use a stable and more recent version. We will see...
The selection buffer we talk there is also activated.
Nodrev
Oublie ma remarque, je lirais mieux ce que tu souhaite la prochaine fois, ma réponse est à coté de la plaque ![]()
Par contre, la classe String avec toutes les fonctions peux quand même être "pratrique" (désolé, private joke, pas pu m'en empêcher
).
char c[2];
int i = 0;
char * string; /* une chaine quelconque */
int size = .... la longueur du tableau à retournersize = sizeof (char) * strlen (string) + 1;
tabmem = MMmalloc (m, size, TYPETAB);for (; i < size, i++)
{
c[0] = string[ i];
c[1] = 0;
MMstore (m, tabmem, i, (int) c);
}
MMpush (m, tabmem+tabmem+1);
return 0;
Eclaire moi sur les premières lignes: "char* string", c'est déclaré comme tel, ou ça pointe sur une valeur entre ""?
Parce que sinon, tu as un beau pointeur pas initialisé, et tu pointe n'importe ou en mémoire. Donc tu peux écraser une partie de la mémoire (éventuellement utilisée par un autre programme)...
Et si ce n'est pas le cas, ton strlen fais n'awak aussi, il va chercher le premier "\0" qui suit la zone mémoire pointée...
Sinon, pourquoi ne pas se faire une ptite lib String, j'en ai une toute faite si tu veux, plus qu'a la binder à Scol (avec trim, char replace, maj / minuscule, etc, etc...)
Nodrev
In fact, I'm not sure that rendering the scene a second time, even with very simple materials, will be faster than the actual method in all case.
I'm pretty sure that if a lot of entities are one behind another (like a box stack looked from the up), it'll be faster, or if the mesh found under the raycast contains lot of subentities with a lot of triangles.
But for the others cases (and most of the time, we are in an other case), I don't know for the moment if the overloaded involved by the second rendering is significant. For example, if we have no entities under the mouse, Ogre::Raycast is quite efficient, but with selection buffer method, we have to render all the scene to see that the pixel under the mouse is black.
At least, this solves gizmos selection, which is not perfect with the actual method.