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  1. #1
    PGDCE Developer Carver413's Avatar
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    Lights are on finally, I know it don't look like much yet but it is opengl 3.3 so learning is slow. especially when all my reference materal is c++
    LightsOn.jpg

  2. #2
    PGDCE Developer Carver413's Avatar
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    well I'm starting to work out some bone animation stuff since I could find anything that worked for me. at least this way when its done I'll know how it works. I'm using a modified version of user137's getangle to pose him at the moment. this version works with negitive values. now all I need is to get it working on the other axis's
    in case it's useful to someone.
    Code:
    Function GetAngle(vVec1,vVec2:TFlt3):TFlt;
    Var
      v1,v2:TFlt3;
      vA:TFlt;
    begin
      v1:=VecFlt3(0,1,0);
      v2:=VecNorm(VecSub(vVec1,vVec2));
      vA:=ArcCos(VecDot(v1,v2))*(180/PI);
      if v2.X<0 then  result:=-vA else result:=vA;
    end;
    Man1.jpgMan2.jpg
    as you can see my shader has improved a bit.

  3. #3
    Quote Originally Posted by Carver413 View Post
    well I'm starting to work out some bone animation stuff since I could find anything that worked for me. at least this way when its done I'll know how it works. I'm using a modified version of user137's getangle to pose him at the moment. this version works with negitive values. now all I need is to get it working on the other axis's
    in case it's useful to someone.
    Code:
    Function GetAngle(vVec1,vVec2:TFlt3):TFlt;
    Var
      v1,v2:TFlt3;
      vA:TFlt;
    begin
      v1:=VecFlt3(0,1,0);
      v2:=VecNorm(VecSub(vVec1,vVec2));
      vA:=ArcCos(VecDot(v1,v2))*(180/PI);
      if v2.X<0 then  result:=-vA else result:=vA;
    end;
    Man1.jpgMan2.jpg
    as you can see my shader has improved a bit.
    Nice work...that looks rather cute actually

    Maybe Hugo's site can help again in this area too:
    (inverse) Kinematics
    http://freespace.virgin.net/hugo.eli...s/m_linked.htm
    http://freespace.virgin.net/hugo.elias/models/m_ik.htm
    http://freespace.virgin.net/hugo.elias/models/m_ik2.htm

    cheers,
    Paul

  4. #4
    PGDCE Developer Carver413's Avatar
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    Thanks Paul, I can use all the help I can get.

  5. #5
    PGDCE Developer Carver413's Avatar
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    well I got my angle code working on all 3 planes but it failed as soon as I tried to combine the three. I fared much better on the scripting side of things. my latest model was created entirely from a script and was quite easy to do. I still plan to develope cad tools as well but my main focus right now will be animation and working out any kinks in the bone structure.
    Man3.jpgMan4.jpg

  6. #6
    PGDCE Developer Carver413's Avatar
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    I've been working on a meshing tool to create simple meshes from script or cad assist. currently I can pass it a 2d array and it will create a complete mesh UV map and all. 3 different UV layouts to choose from. currently it can create about any shape you could make with a lathe and more. I'm going to add cookie cutter style as well but for now I just want to give my guy a little better shape and a face to boot. then maybe I can make a movie.At some point I plan to add blender support but I want a good working modeler set up before I bother.
    Work01.jpg

  7. #7
    PGDCE Developer Carver413's Avatar
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    well I've been a little side tracked these day's I added a Shell() command to my scripting engine because I wanted to play with some of the TTS commands on linux that opened a whole new world of possibilitys and off I went. I can now do a whole bunch stuff from my editor like opening my favorite web pages getting the TTS to read to me, update my Lazarus. any way I have started working on some sound stuff. I decided to use openal since it is very simular to opengl. I want to make a sort of sound canvas simular to the texturing canvas. with the sound canvas we would be creating sounds in a procedural way by combining nodes together as well as creating custom filters for processing external sounds. can,t say that I know much about it but when did that ever stop me.
    DualChannel01.jpg

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