[Robotics] GE Geometry pt. 2

Florian Lier blender at icram.de
Thu Sep 17 03:12:18 CEST 2009


Hey,

thank you very much! I'd to help my gf with her exam the last few hrs so
I couldn't work on my problem :/

I'll test it later on today. It's too late right now...

You're the best!

Cheers, Florian

Benoit Bolsee wrote:
> Hi Florian,
>
> I tested the file and I don't see the problem in the GE, except that for
> this model, all the normals are inverted, which makes it look strange in
> the GE, but the geometry is correct.
>
> There are two methods for parenting a mesh to an armature. The first
> method is as you did: different objects parented to bones. In this case
> the position and orientation of the bone is used as a base reference to
> set the position and orientation of the objects. This method requires
> that each element of the robot is a different object. It's a good (fast)
> method and it works in the GE as long as you make sure that scaling is
> uniform on all objects and armature: the GE has a different method of
> computing the parent relationship and non-uniform scaling give bad
> results in the GE.
>
> The second method consists in having only one mesh object with different
> vertex group for each part, named as the bones. You parent the object to
> the armature and Blender will compute the deformation of each part. This
> method is more CPU intensive but allows deformation, which is not the
> case of the first method.
>
> Mixing the two methods is possible but you have to be careful: a
> deforming object does not move (only the vertices move) and if you
> parent an object to it, it won't move either.
>
> Hope this helps
> /benoit
>
>   
>> -----Original Message-----
>> From: robotics-bounces at blender.org 
>> [mailto:robotics-bounces at blender.org] On Behalf Of Florian Lier
>> Sent: mercredi 16 septembre 2009 18:25
>> To: robotics at blender.org
>> Subject: [Robotics] GE Geometry pt. 2
>>
>>
>> Hey all,
>>
>> thanks for the replies on the GE geometry topic.
>> The face normals seem to be ok, maybe it's the way I "modell"...
>>
>> At first I do the "constructing stuff" like adding cubes etc 
>> etc ... Then I created parent child relationships for the objects. 
>> Having created all relationships - I add armatures to the 
>> model, then I attach the objects to the bones (select an 
>> object + SHIFT + RMB on Armature  (now both are selected) go 
>> to Posemode then STRG+P make parent to: Bone). No axis is 
>> fixed yet - no constraint like IK is added, there are just 
>> the armatures attached to the model. 
>>
>> When starting the GE everything is messed up. As soon as I 
>> remove the armature, the model looks fine again ... very weird..
>>
>>
>> I've tested another .blend file which is part of a Blender 
>> book (Das Blenderbuch). The Robot modelled in this file is 
>> also messed up in the GE. Maybe you can test it by yourself.
>>
>> You can find the file here: 
>> http://www.blenderbuch.de/daten/Animation/iRob> ot09t.blend
>>
>> Hm 
>> what else could be wrong?
>>
>>
>>
>>
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>>     
>
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>   

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