I want to export a model with multiple actions to Collada file to use it in openGL ES2, the collada exporter exports only the selected or active action, after many researches I did not find a solution but get idea which is making actions in the same animation in different frames and separate them by the code so I added custom properties to the object to define each action start and end frame but the exporter does not export these properties too, I find a patch which enable the exporter to add custom properties but I can not build from source code because I do not have experience in visual C++ and python, so I appreciate any solution to achieve exporting multiple animations in one dae file.
There is no way with the builtin Blender Collada exporter. I wrote my own Python exporter with the ability to grab animations from the NLA Editor and output multiple animations as elements in Collada. https://github.com/gregeryb/Better-Collada-1.5-DAE-export-plugin-for-Blender
Related
https://github.com/highcharts/highcharts-vue
I don't see examples of these in the demo and there is nothing mentioned in the docs. I'm wondering if it is simply not possible or just not demoed because of their more complicated nature.
I will also need to use Charts appendData prototype to make a line chart real-time. Is this possible using the wrapper? I'm thrown by the following in the docs but not sure it it's directly related;
You can access the Chart object instance if necessary (e.g when need
to get some data or use any of Chart.prototype functions), by calling
specific Vue component instance chart field, but it is not supported
to update the chart using its built-in functions
Indeed, the highcharts-vue package supports all official modules included in Highcharts, so it's not necessary to produce every demo from demos site using Vue wrapper. I made the examples with gauge and heatmapseries specially for you, so please take a look on them.
I will also need to use Charts appendData prototype to make a line chart real-time. Is this possible using the wrapper?
A component is watching for changes on provided chart configuration, so if you will update your data (e.g by pushing new points into a series.data), then highcharts-vue will detect it, and automatically update the chart. That's the most recommended way of implementation. If you would like to use some Chart's or Series prototype functions, of course you can do that, but please note that causes inconsistency between the chart data and the data defined within component. Just need to access chart's reference like it is described in Chart object reference section.
Live examples:
https://codesandbox.io/s/vue-template-uqu1p (Gauge),
https://codesandbox.io/s/vue-template-8z2f5 (Heatmap)
I have an algorithmically-generated SceneKit scene that I'd like to be able to export as a Collada .dae file, e.g. for use in iBooks Author. Since SceneKit can import Collada files, I thought there might be a way to export them too, but couldn't find anything in the API.
Is there an easier way of doing this short of writing my own exporter that iterates over every node/geometry etc?
SCNScene has a writeToURL:options:delegate:progressHandler: OS X-only method that exports DAE. Keep in mind that DAE doesn't handle all features of SceneKit, though. Also note this method isn't available in iOS. (Though if you're preparing content for iBooks Author that's probably not a concern.)
I noticed that if I export my blender project as a obj-file I have the option to toggle "Export Animation" which will make alot of files, one for each frame.
I wanted to use the Collada (.dae) format to export my animations. Problem is, when I load my Collada file it says that NumAnimations == 0!
1) Why does a file that is supposed to store animation say 0 animation?
2) When I do get it to work, how to I swap between frames in Assimp?
1) Animation import should work, your problem is probably the export. Have you tried reading through your collada file? Watch for <library_animations> and the like.
2) Assimp has no notion of frames. aiAnimation consists of multiple channels (aiNodeAnim) which define transformations (keyframes) for nodes at specific ticks/time. To compute all transformations one needs to interpolate the correct keyframes depending on the current playback time and mTicksPerSecond of aiAnimation.
Is it possible to capture the screen rendering of a QML Component and save it to an image file? I would like to drive a Component through several different states, and capture its visual appearance for documentation purposes, without having to do screen/window captures.
Yes, you could set up your state transitions to call QWidget::grab then save it to a file through QPixmap.
If you need an example of how to set up your code to call QWidget::grab take a look at this answer: How to take ScreenShot Qt/QML
It's important to replace QPixmap::grabWidget with QWidget::grab because QPixmap::grabWidget is now obsolete. Once you have the QPixmap from QWidget::grab follow the documentation in QPixmap to save to the format you'd like such as jpeg, png, gif.
Here are some links to the documentation to help you out.
QWidget::grab
QPixmap
QPixmap::save
With Qt 5.4 it is now made easier with grabToImage - this method resides on all QQuickItem objects.
EDIT
It's worth mentioning that the item you call grabToImage() on must be a child of a top-level Window item container
I'm new to using Ogre and especially Recast/Detour, and I need a little help.
I'm loading a terrain in Ogre and creating a navigation mesh over the top of it with Recast/Detour. I wanted to loaded more complex terrains because as of right now, I can only load .mesh files which as far as I know can't contain other objects, like buildings, etc. I have two ways that I can think of to do this:
1) Export the .obj files with Blender to .scene files. Then use a third party .scene loader, like DotScene, to load these into Ogre. Then I'd have to figure out how to get Recast to create the navigation mesh on top of a whole scene.
2) Or use Ogre's new terrain loading system, which I haven't read much up on yet.
So if you've worked on a project that uses Ogre and Recast/Detour, how did you accomplish the loading of your terrains and creation of your navigation meshes?
EDIT:
I found a third option that will allow me to keep my current solution but to also load complex terrains. I figured out a way to combine Ogre meshes into one giant mesh file using Blender. I can still load the terrain as a .scene but the navmesh creation procedure does not work with the entities loaded that way, whereas a giant mesh loaded can use the same functionality I already had.
I have no experience with Recast or Detour, hence cannot really comment on your question, but I can point you to OgreCrowd which is a project that works with Ogre::Terrain + Recast/Detour and is open-source. So it might provide some inspirations/ideas/pointers:
Ogre Forum Thread: OgreCrowd - a crowd component for Ogre using Recast/Detour
This corresponding video shows that it can handle Terrain plus additional objects on top of it, so it matches your scenario.