Hardware skinning in Ogre View

pasman

03-06-2006 19:26:30

Hi, because we have some issues with some of the models when using the hardware skinning shader from Ogre examples I tried to test it in Max but I can't make it work because it says that "worldMatrix3x4Array" is not implemented. Am I missing something? Thank you

Lioric

03-06-2006 21:24:56

Seems that parameter type was not enabled in the build you are using, i will review this as soon as possible

pasman

03-06-2006 21:38:28

hi, I fixed it by inserting in the vertex_program section default_params and it worked in Max but it seems that the issue I was talking about is actually in the application...some vertices are way out of place and everything is straight out from the tutorials. Thank you for the reply.

If anyone knows what the problem might be i'd be very greatful, i'm using the FourWeights skinning vertex program and i have exactly 4 weight for each vertex in the model so I don't think that's the problem.

http://www.rhea-project.go.ro/skins.jpg

PS. When I export with shaders in the export log i get that 0 Materials were exported and when I look in the .material file each material starts with shader params than it suddenly skips to the next material. I'm using the latest build from your web site

Evak

03-06-2006 22:20:29

I'm currently having problems with shaders at the moment too. Haven't figured out exactly whats happening, but using the same shaders in seperate materials with different properties, some of the settings seem to end up whacked when I next load the scene.

It's kind of hard to troubleshoot some things though, since I'm using Dagon for my work and the dagon scene loader,but the asathoth viewer IFAS wrote to see what the differences are outside of 3dsmax.

Lioric

05-06-2006 16:49:54

Can you post here or send me the scene so i can take a look at it?