Great! I'll try this, thank you Jonne!

On Fri, Dec 16, 2011 at 6:42 PM, Jonne Nauha <jo...@adminotech.com> wrote:

> Fun to see you are learning Tundra scripting fast. And to answer your
> question yes this is one way of doing movement if we are talking about pos,
> rot, scale. You can make it a bit cleaner by just using the transform to
> assing new values and assign it back to the placeable like so:
>
> function updates()
> {
>    var t = me.placeable.transform;
>
>    if (tarpos.x != t.pos.x)
>        t.pos.x = tarpos.x > t.pos.x ? t.pos.x + moveSpeed : t.pos.x -
> moveSpeed;
>    if (tarpos.y != t.pos.y)
>        t.pos.y = tarpos.y > t.pos.y ? t.pos.y + moveSpeed : t.pos.y -
> moveSpeed;
>    if (tarpos.z != t.pos.z)
>        t.pos.z = tarpos.z > t.pos.z ? t.pos.z + moveSpeed : t.pos.z -
> moveSpeed;
>
>    <same for rot, just use t.rot>
>
>    <whatever else logic you need>
>
>    // Assign back to the full trasnform attribute, no need for new
> Transform(..)
>    me.placeable.transform = t;
> }
>
> Other option is to use the math library lerp and slerp functions, I have
> made some camera transition movement animations with them. float3 and Quat
> for example has them http://clb.demon.fi/MathGeoLib/docs/float3_Lerp.php For
> the t you can use eg. QTimeLine
> http://doc.trolltech.com/4.7/qtimeline.html with setting duration and
> range from 0.0 to 1.0 and connecting to the proper signal.
>
> For animations you need to have a EC_Mesh with a .mesh ref and a .skeleton
> ref set. Then you need EC_AnimationController component in the same entity.
> This will "snoop" the available animations from the .skeleton file in the
> EC_Mesh and you have various playback and stop functions for the
> animations, eg. me.animationcontroller.EnableExclusiveAnimation("walk",
> true); See doxygen for 
> more<http://realxtend.org/doxygen/class_e_c___animation_controller.html>
> .
>
> Hope that helps.
>
> Best regards,
> Jonne Nauha
> Adminotech developer
>
>
>
> On Fri, Dec 16, 2011 at 11:58 PM, Zhao Boxuan <zhaobox...@gmail.com>wrote:
>
>> Great presentation!  It's very interesting when I see some animals
>> walk around. It seems like blender makes the animation of animals, but
>> can we use javascript to generate animation in real time(just
>> movement)? Currently, I just connect an function using  "
>> frame.Updated.connect(updates);" and define the updates function like
>> below:
>>
>> function updates()
>> {
>>    var rot = me.placeable.transform.rot;
>>    var scale = me.placeable.transform.scale;
>>    var pos = me.placeable.transform.pos;
>>
>>    if (tarpos.x > pos.x)
>>        pos.x = pos.x + moveSpeed;
>>    else if(tarpos.x < pos.x)
>>        pos.x = pos.x - moveSpeed;
>>    if (tarpos.y > pos.y)
>>        pos.y = pos.y + moveSpeed;
>>    else if(tarpos.y < pos.y)
>>        pos.y = pos.y - moveSpeed;
>>    if (tarpos.z > pos.z)
>>        pos.z = pos.z + moveSpeed;
>>    else if(tarpos.z < pos.z)
>>        pos.z = pos.z - moveSpeed;
>>
>>    if (tarRot.x > rot.x)
>>        rot.x = rot.x + rotSpeed;
>>    else if(tarRot.x < rot.x)
>>        rot.x = rot.x - rotSpeed;
>>    else if (tarRot.y > rot.y)
>>        rot.y = rot.y + rotSpeed;
>>    else if(tarRot.y < rot.y)
>>        rot.y = rot.y - rotSpeed;
>>    else if (tarRot.z > rot.z)
>>        rot.z = rot.z + rotSpeed;
>>    else if(tarRot.z < rot.z)
>>        rot.z = rot.z - rotSpeed;
>>
>>    me.placeable.transform = new Transform(pos, rot, scale);
>>
>>    if(tarpos.Sub(pos).Length() <= 0.1 && tarRot.Sub(rot).Length() <=
>> 0.3)
>>    {
>>        entity.placeable.transform = new Transform(tarpos, tarRot,
>> scale);
>>    }
>> }
>>
>> Reset the object's transform every frame. seems not a good way to do
>> that. :)  So, do we have some better way to make an movement?
>>
>> Thank you!
>>
>> Zhao
>>
>> On Dec 16, 6:07 am, Toni Alatalo <t...@playsign.net> wrote:
>> > is up on youtube, thanks for the bconf folks - i posted about it to
>> thehttp://www.realxtend.org/blog ..
>> http://realxtend.wordpress.com/2011/12/16/tundra-and-blender-integrat...
>> >
>> > will need to install blender2ogre on more computers and configure it
>> fully for the nice integration to work etc., has been really nice to have
>> at hand -- thanks Brett for the work, and help with preparing the demo too!
>> >
>> > ~Toni
>>
>> --
>> http://groups.google.com/group/realxtend
>> http://www.realxtend.org
>>
>
>  --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

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