Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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fwiw, i've gone down the rabbit hole with physics and animation/rigging (curves, multiple rigs, spline ik) in blender....i've got one of the 8 tentacles to look like an octopus is moving it, and the silly eye movement is just a test...
using spline ik, i have to repaint some of the bone weights, redo the normal mapping, redo lots of things.
use firefox, chrome and ie cannot detect the player as per your (arkeon's) recent post about the scol plugin being deprecated
http://ifam.net/openspace/mascot/
this uses the very upper limit of a bone count allowed for hardware skinning on older dx cards.....
i'm afraid of what in the world kind of shader in opengles 2.0 i would have to use for android to emulate this (diffuse/normal/specular/with alpha option with hardware skinning)
wow great!!!!! you are unstoppable.
Are you sure you don't have any keys on the head bone in the other animation ?
maybe the export creates key to 0 on all bones even when not used.
yes i checked this in the skeleton.xml file that i export from blender, the head animation does not contain tracks for the legs and the legs animation does not contain tracks for the head...
hmm hard to says like that, did you tried using animation sequence ?
I didn't change anything on this in 1.9 but updated to Ogre 1.10.
i'll try that and report back to thread
colleagues:
I have a rig with 2 separate skeletal animations. Animations 1 and 2 do not share any of the same keyframed bones. Animation 1 uses keyframes of leg bones, animation 2 uses keyframes for head bones. however if I enable both in os3d with a weight of 1, each animation appears to have a lower weight than 1 (maybe something like .5). i tried using the animation plugit, with the same results as if I set the animation settings in the scene tree without plugits.
Is there something I'm missing here?
Thx!
-h
Hehe thanks ^^
I'm pulling my hair off, I definitively hate apple
but I'm on the good way
is it any easier just porting to ios? or do you have to more or less develop for osx before you can get scol to reach ios?
Looks like you're not stopping with Android..... ![]()
This one is really impressive ^^
I wonder why it hasn't been done in ogre3d. It would be a worthy kickstarter open source project.
ok, it's been a (long) while but I've been learning using spline ik to control tentacles. you can get them to move more like an octopus (tentacles can move in waves and they can stretch and contract like an animal which has no skeleton) than a bony marionette. i've messed up some of the transforms and parenting. (you have to make this elaborate hierarchy of splines, "hooks", "empties", and spheres which are used to control the splines)
in all of it's wip-ness
http://www.ifam.net/openspace/mascot/web/index.html
btw, chrome has disabled activex plugins on win7. you have to enter a special command in the address bar to temporarily enable the scol plugin.
here are the instructions from google:
How to temporarily enable NPAPI plugins
If you must use a NPAPI plugin, there’s a temporary workaround that will work until Chrome version 45 is released later in 2015:Open Chrome.
In the address bar at the top of the screen, type chrome://flags/#enable-npapi
In the window that opens, click the link that says Enable under the Enable NPAPI flag.
In the bottom left corner of the page, click the Relaunch Now button.
After the release of Chrome version 45, you’ll need to use an alternate web browser to load content that requires a NPAPI plugin.
it's not a big deal with me but I will post to redmine.
but it works! it's not pretty because i have to fix a bunch of transforms of some of the controlling elements.
what a mess (it's like my kids dumped their legos....)

WOW!!!
![]()
You are unstoppable.
I think that if managing port to mac os is alot of work, leave it aside for the moment, unless you want content creators to be able to use os3d. For consumption of 3d content, if you have android and ios covered, that's the majority of users on our planet. (Well, maybe mac os for gamers, but there aren't all that many gamers using macs afaik)
You probably thought of this, but fwiw contact computer science departments of universities and post to ogre3d.org forums.....I think there is an ios community on the ogre3d forums.
i think some developers were doing various projects like this one, but no one ever completed them.
About Facebook and other social network services, including a Scol application raises other issues, independently.
Agreed...as for making scol os independent it may be that the differences are big enough between windowed os's and mobile apps which use more of a page like interface that different classes would be easier for a scol programmer to use.
Edit: yes it is
Colleagues:
Is an os3d .pak file a .zip file with a .pak extension instead of .zip?
Hello
check the code in os3dlib/mkapplet.pkg
for generating APK file by code.
however you need to use the tools to generate the APK with a batch or in command line.I could make a small app that generate an apk from the scol code provided ^^ (add this in a corner of my brain)
Ok I will checkout the mkapplet.pkg.
Respectfully bumping, if you have some time to reply atm.
My cousin who I was very close to just died, a few weeks ago, out of the blue.
What I remember from funeral sermon:
Those who do great deeds and show great kindness are most sorely missed, honor them with their deeds and kindness and they live on in you.
I see....so at this point the scol vm cannot communicate with the android os to access the android ui?
Can the _newmachine function be used on android to manage multiple vm's. Arkeon I think you know what I'm thinking of.....loading screens during os3d startup on android.
Or can scol communicate with the android os to use 'activities' (I think that's what I call 'pages' on android refer to (I'm familiarizing myself with the general Android api but have just begun....,analogous to windows on a desktop/laptop inteface.)
Hi
The console will not display on android device directly, it send the content in the log file when activated in the usm.ini or in the logcat android console when the device is plugged on the computer with android tools and the device is set in dev mode.
I see, thx. If scol launches multiple vms, do they all print to the same android console?
hello!
i created a simple os3d project. all it does is use addsourcecode plugit with this function in it:
fun helloworld()=
_showconsole;
_fooS "Hello Android";
0;;
i added an onint plugit to trigger the "run" action on addsourcecode.
i tried exporting to my connected android device, but my the pc console reported that the device could not be found. os3d went ahead and create the .apk in the export directory of my project (good idea programmers) i then copied and pasted the .apk to my sd card on my phone
i ran the .apk but after the os3d loading screen all that the phone displays is a blank screen...
does the console work on android?
el_motoblock you should post this as bug on redmine
ok, I made a .scol file and 2 .pkg files. the first loads tools/os3dlib/android.pkg in the system partition and tests/android_hello_world/dependencypackage.pkg in the user partition.
i somehow (and perhaps mistakenly) think that scol will do the .apk compiling (packing? encrypting? both? neither?) in dependencypackage.pkg.
basicly my goal it to do that player project i was working on with windows 8 on android, so all scol is doing is putting a bunch of .pkg files on an android device. (once its there, then there are many things to figure out in getting scol to communicate with the android os to interact with other android apps (like chrome) to download (os3d apk files) and to get other chrome apps (like facebook) to start up the scol machine and make it download os3d .apks (or perhaps an android based player could download .pak files?)
many questions, don't answer them now or feel any obligation to...at this point i'm trying to figure out how to get the scol vm to write "hello world" to a console (or whatever android uses that functions like the console) on my cheap and crappy alcatel fierce 2 (i got an sd card for it). never get that model unless you are testing how scol functions on ultra cheap and bad hardware. it sucks.
perfect for testing hardware requirements
i posted the files to http://ifam.net/openspace/android/hello … _world.zip
.scol file:
_load "tests/android_hello_world/android_hello_world_loader.pkg"loadermainandroid_hello_world_loader.pkg code
proto hello_world_in_other__loaded_pkg_file = fun [] I;;
fun secureLoad(pack)=
let _testpak pack -> ret in
if (ret == nil) then
(
_load pack;
1;
) else
(
_fooS strcat ">>>>> Compilation error : " ret;
0;
);;
fun loadermain()= let "tools/os3dlib/android.pkg"::
//the next file is in my Openspace3D user partition
"tests/android_hello_world/dependencypackage.pkg"::
nil
-> lfiles in
(
while (lfiles != nil) && (secureLoad hd lfiles) do
(
_showconsole;
_fooS "still loading dependency pkg's";
set lfiles = tl lfiles;
);
if (lfiles == nil)
then
(
//execute hello_world_in_other__loaded_pkg_file "Hello World";
_fooS ">>>>>>>>>>>> done loading dependencies, Hello World on my windows pc!!!!";
//now call hello_world_in_other__loaded_pkg_file function in
tests/android_hello_world/dependencypackage.pkg
hello_world_in_other__loaded_pkg_file;
0;
)
else
(
0;
);
);
0;;tests/android_hello_world/dependencypackage.pkg:
fun hello_world_in_other__loaded_pkg_file()=
//here we are in the .pkg file that will run the code in the android .apk....I'm a bit lost as to how to achieve this...mkapplet.pkg is pretty complicated and looks like its used for publishing .xos files as .paks on web servers and .apk's on android devices, whereas I just want to put some .pkg files into an .apk file
//so this is what i would like scol to do on android, display the console and say something
_showconsole;
_fooS "I'm a scol app in Android!!! Hello World of Android!";
0;;Hello, this is totally the same
Only the apk creation need to be done with some external tools provided in the android dev tools installed with os3d
Thx! Ok I will look around to try to see how this is done.
hello scolologists!
how would i make a hello world app for the android with scol, i.e. printing "hello world" to the console.....is is the whole process of programming scol apps on android different in approach?
my understanding with windows is the vm gives you scol functionatliy, and the os3d installer adds the resource .pkg files for any os3d app. is it totally different with android?
answer at your leisure, you guys have done alot over the last six months!!
Great work!!!!!!! I have a very crappy and cheap Alcatel phone. After I install an sd card I'm going to start working with apk exports and return to my somewhat quixotic player project. I'm giving my Windows tablet to my daughter...I think you will se many more scolologists with Android support for scol.