|
|
 |
Joined: 2/13/2012
Posts: 21
|
|
|
Hi,
Thanks for the help. I will work on the recommendations you gave.
However, I noticed that I can't assign FbxImporter to the Content Importer and also SkinnedModelProcessor to the Content Processor of the properties of my model.
Am I lacking something?
Also, with regards to the mirroring effect of the model, I noticed that when I walked to the left, Dude walks to the right, and vice versa.
Is this something that can be fixed?
Thanks.
|
|
|
|
 |  |
|
|
 |
www.digitalrune.com Joined: 10/15/2006
Posts: 566
|
|
|
digitalsummer07 wrote:
However, I noticed that I can't assign FbxImporter to the Content Importer and also SkinnedModelProcessor to the Content Processor of the properties of my model.
Am I lacking something?
Probably it is not an .fbx file?
digitalsummer07 wrote:
Also, with regards to the mirroring effect of the model, I noticed that when I walked to the left, Dude walks to the right, and vice versa.
Is this something that can be fixed?
Sure. You must modify the mirroring code to also mirror the x coordinate of the first bone (hip center).
Btw. you might want to start with simpler examples first. The KinectAnimationSample is a really advanced sample. Check out the Microsoft App Hub samples and the other samples in the DigitalRune Engine first if you are still new to these topics.
|
|
|
|
 |  |
|
|
 |
Joined: 2/13/2012
Posts: 21
|
|
|
HelmutG wrote:
digitalsummer07 wrote:
However, I noticed that I can't assign FbxImporter to the Content Importer and also SkinnedModelProcessor to the Content Processor of the properties of my model.
Am I lacking something?
Probably it is not an .fbx file?
digitalsummer07 wrote:
Also, with regards to the mirroring effect of the model, I noticed that when I walked to the left, Dude walks to the right, and vice versa.
Is this something that can be fixed?
Sure. You must modify the mirroring code to also mirror the x coordinate of the first bone (hip center).
Btw. you might want to start with simpler examples first. The KinectAnimationSample is a really advanced sample. Check out the Microsoft App Hub samples and the other samples in the DigitalRune Engine first if you are still new to these topics.
It is a .fbx file. And I already tried loading my model in a new project I created with the help of tutorials and the model I created can be loaded.
And I think because I can't assign FbxImporter to the Content Importer and also SkinnedModelProcessor to the Content Processor of the properties of my model
I get the error, "Cannot find ContentTypeReader for Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent."
I will now try the mirroring while walking.. Thanks a bunch..
|
|
|
|
 |  |
|
|
 |
Joined: 2/13/2012
Posts: 21
|
|
|
Hi,
I still can't resolve the problem earlier that I can't assign a Content Importer and Content Processor to my model in the KinectAnimationSample Program.
So, I what I did is to create a new project where I can see the Content Importer and Content Processor properties of my model already and used your classes and added the references of DigitalRune's engine.
However, both in my model and Dude seem not to activate the actions of the kinect. The kinect is already on but I can only run the program having this output seen in this link: Project Output/ Dude
Am I missing something?
Also, when I load my model, though it has its textures but it appeared black during runtime. What can be the cause of this?
Thanks a bunch..
|
|
|
|
 |  |
|
|
 |
www.digitalrune.com Joined: 10/15/2006
Posts: 566
|
|
|
digitalsummer07 wrote:
However, both in my model and Dude seem not to activate the actions of the kinect. The kinect is already on but I can only run the program having this output seen in this link: Project Output/ Dude
The link seems to be broken.
For me it is hard to guess which step you might be missing. I think we should tackle the problem step by step.
1. Make sure your model displays and animates correctly with the App Hub Skinned Model sample. If the model textures are black, then probably the App Hub forum can help (see this for example: http://forums.create.msdn.com/forums/... - make sure the diffuse color material in your exported model is set correctly.
2. Make sure your model works with our CharacterAnimationSample (included in the DigitalRune Engine). Can you display the model and its skeleton correctly? Can you animate it correctly?
3. Then test it with the KinectAnimationSample. Debug the original sample. Step through the code to understand it. Then debug your version of the KinectAnimationSample and find out the what is different. Also make sure to reference the same assemblies in the content project and the normal project.
|
|
|
|
 |  |
|
|
 |
Joined: 2/13/2012
Posts: 21
|
|
|
Hi,
This was the link that was broken earlier: http://www.screencast.com/users/ernal...
I can already load the model in the KinectSampleAnimation program. However, my model is bigger as compared to that of the dude model. I tried loading both my model and Dude in XNA using the Load Content and just displaying it in a still position but they have the same size, also in Maya I'm sure they have the same sizes.
Is it something that the DudeRagdollCreator.cs configures the model? Am I lacking some configurations with the model?
I already did add the effect.DiffuseColor = Color.White.ToVector3(); to my code but it appeared black still. The textures of my model is not in an image format I already exported it together with the model. Is it just alright?
Thanks a bunch.
|
|
|
|
 |  |
|
|
 |
www.digitalrune.com Joined: 10/15/2006
Posts: 566
|
|
|
Looking at the video, the orange skeleton should visualize the kinect data but it looks like there is no valid kinect input data.
The scaling of the dude model is done in the content project. A scale factor is set in the content processor settings.
digitalsummer07 wrote:
The textures of my model is not in an image format I already exported it together with the model. Is it just alright?
Sorry, I do not understand this part.
|
|
|
|
 |  |
|
|
 |
Joined: 2/13/2012
Posts: 21
|
|
|
Hi,
I already adjust the scale of the model, however the position of my model is not the same as dude. My model is not standing, it's laying on the ground like it's sleeping during startup. I would want my model to stand still on the ground by default before a player interacts with it. Is it still in the content processor settings that I have to adjust? Can you site to me which class I should look for?
digitalsummer07 wrote:
The textures of my model is not in an image format I already exported it together with the model. Is it just alright
'Cause most of the models have textures in a .tga format, however mine doesn't have one, instead I exported the model with textures already in a .fbx file of the model.
Thanks a bunch..
|
|
|
|
 |  |
|
|
 |
www.digitalrune.com Joined: 10/15/2006
Posts: 566
|
|
|
The Content Processor settings can be found when you select the model in the Visual Studio Solution Explorer. Then you can edit the Content Processor settings in the Properties Window. You can set rotations to rotate your model.
|
|
|
|
 |  |
|
|
 |
Joined: 2/13/2012
Posts: 21
|
|
|
Hi,
Thanks for the information again. I've already seen the content settings, however I would like to ask if it is found in the settings that the default position can be changed to standing position. I would like my model to appear in a standing position with the feet stepping on the ground, 'cause everytime I load the program it happened to be the half of the model's body only displayed. Is it something that can be easily fixed?
Another concern though, I already have my model manipulate the user's action but it seems that the shoulders not rasing to the extent, eventhough in the skeleton displayed on the right portion of the program the shoulders together with the hands were extend upwards my model only moves his forearms, and hands but not reaching the same level as compared to the skeleton.
Thanks a bunch :)
|
|
|
|